Setting A Compass Marker Without A Quest

Post » Thu Jun 21, 2012 8:13 pm

I've been trying to get a quest/compass marker on a trigger box to inform the player they need to enter that box.

I have a quest that will begin, dialog wise, once the trigger box in entered but it's a quest that begins at the start of the game.

So, I entered in the Stage 0 "SetObjectiveDisplayed(0)" and in the Objectives I have an alias that points to the trigger box and in the Object tab under 0 I have that triggerbox alias as the target. However, the quest marker doesn't show.

Is there a way to get a quest/compass marker without having to use a quest? Or how do I set up this quest so I can use the triggerbox as the target of the quest marker?

Thanks!
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Hearts
 
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Post » Thu Jun 21, 2012 11:04 pm

Check out the section titled Map Marker in the following CK Wiki link, see if it helps any. I think you might need to call a .AddToMap() function on your alias that points to the trigger box, or possibly the alias needs to point to an actual map marker object type. I haven't made a quest myself yet though, only read up on it, so don't take my word for it.

http://www.creationkit.com/Bethesda_Tutorial_Quest_Loose_Ends
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JD bernal
 
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Post » Thu Jun 21, 2012 4:28 pm

Check out the section titled Map Marker in the following CK Wiki link, see if it helps any. I think you might need to call a .AddToMap() function on your alias that points to the trigger box, or possibly the alias needs to point to an actual map marker object type. I haven't made a quest myself yet though, only read up on it, so don't take my word for it.

http://www.creationkit.com/Bethesda_Tutorial_Quest_Loose_Ends

Thank DL!

yea, I tried that but it doesn't give a diamond shape quest marker, it only displays the map marking.

I need to have that little arrow/diamond shape thing in the middle of the trigger box.
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BEl J
 
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Post » Thu Jun 21, 2012 6:35 pm

Hey Brew,

You could stick a temporary object under the ground (like a sword, or whatever) and make that the Objective. It's a bit messy, but you could then disable the "sword" in/after the event when the trigger box fires?
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Tiffany Holmes
 
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Post » Fri Jun 22, 2012 2:27 am

You think that would work without having the quest complete sound and objective display?
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Jessica Lloyd
 
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Post » Fri Jun 22, 2012 12:05 am

Meh

That's not working either

It's the same problem as when I was trying to get the triggerbox to be a quest objective.
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Taylor Tifany
 
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Post » Fri Jun 22, 2012 1:42 am

if i remember correctly setting your objective text to blank wont trigger sounds or show any "objective x completed" text on screen, but still show the diamond marker. try setting your quest to type: none so that it doesnt show up in the quest journal either.

in order for your diamond to show up, you still need to create a blank log entry in the stage that displays the objective (i could have sworn there is also a boolean toggle that you can choose whether or not to "update" the objective visibly or not
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Charlotte X
 
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Post » Fri Jun 22, 2012 12:04 am

Make it a quest objective, like 'Go to this box for whatever reason' and just make the quest a misc quest so it shows up under misc objectives, instead of being a full quest.
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Dagan Wilkin
 
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Post » Fri Jun 22, 2012 1:01 am

I created a new quest with the objective pointing to the triggerbox in stage 0 and objective 0 and created an alias pointing to the triggerbox.

Then

My mind went numb....again

I'm totally lost, even though I've made a few quests now. Doing something just a little different completely throws me off
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Cameron Wood
 
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Post » Thu Jun 21, 2012 3:18 pm

Ya know

I have a real love/hate relationship with the Creation Kit

On one hand I find it so maddeningly complicated I could throw my keyboard through the monitor.

But when I actually accomplish something that took me hours upon hours I feel a sense of having conquered Mt Everest.

What I did was create an entirely different quest that starts at game begin and has no name (only the editor ID)

Created an alias pointing to the triggerbox

On Stage 0 I put :

SetActive()
SetObjectiveDisplayed(0)

And in the objective 0 I pointed the Target Ref to the triggerbox alias and no objective text.

And...it works!

Thanks guys!
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ashleigh bryden
 
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Post » Thu Jun 21, 2012 3:50 pm

I guess it only almost work.

I set the quest type to None because either Misc or Side quests didn't work to show the arrow

The arrow is on the trigger box but after the scene is done the arrow is still there.

I put a script on the triggerbox "defaultSetStageTrigSCRIPT" and had it to set the stage to 10 and on stage 10 I set it to Complete Quest.

How do I shut down the quest so the arrow goes away?

Oh yea

On stage 10 I put "SetObjectiveCompleted(0)"
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Nikki Hype
 
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Post » Thu Jun 21, 2012 12:53 pm

the arrow should go away after the stage is complete. do you have the triggerbox disabled?
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Sarah Edmunds
 
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Post » Thu Jun 21, 2012 9:09 pm

the arrow should go away after the stage is complete. do you have the triggerbox disabled?

That's what I ended up doing:

myLinkedRef.Disable()TriggerQuest.Stop()

This was put in the final dialog that the NPC says that releases the player controls.

As for what I was trying to do I think it all fell into place quite nicely. I just wish there was more control over NPCs....like the two who get into a fist fight, they always head off in the same direction and out of the usual fight area.

Here's the outcome of the opening scene:

https://www.youtube.com/watch?v=oSJkawTRWMc
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Kelly James
 
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Post » Fri Jun 22, 2012 1:09 am

If you want them to stay put when they fight, I have a fistfight package that will do that :)
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Laura Wilson
 
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Post » Fri Jun 22, 2012 4:41 am

If you want them to stay put when they fight, I have a fistfight package that will do that :smile:

I'm dying to see what you did Ingenue :biggrin:

When will it be ready?

Also...I updated the opening scene one more time.

I've moved to two NPCs who fight to stand next to each other. I think it makes it a lot more immersive now:

https://www.youtube.com/watch?v=8TRJ4y0GZus
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Batricia Alele
 
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