Some questions on questmaking

Post » Thu Jun 21, 2012 9:43 am

On the first question, I think you might have to - I've never used that next quest thing but seem to remember reading it was broken.

For the story manager, look at Character\SM Event node. The http://www.creationkit.com/Story_Manager reference and the http://www.creationkit.com/Bethesda_Tutorial_Story_Manager are very helpful too.
User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Thu Jun 21, 2012 5:46 pm

not actually understood how to use this story manager as it seems creates the radiant ones not sure if is suited for my chain sequence?
User avatar
Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Thu Jun 21, 2012 7:01 pm

The story manager is used to start quests after certain events. You can put your own quests in the story manager's event nodes with the conditions you want to place on them starting. Probably the most common event to use is the ChangeLocation event - you could put an event in there with a condition to say, start this quest if the Location is such and such, or start this quest if another quest has been completed.
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Thu Jun 21, 2012 11:01 am

Ok I used the quest manager to do the following :

I added my intro quest that I want to start the whole sequence of quests Iplan for my mod ... as I understood I do not have to put all those quests into this story manager but the main one is sufficent ....

Like I add the Intro quest node there and in it I added my intro quest courier ...

I use change location event and priority 65 in the quest

then in the conditions of the story manager I added

getquest running == 0
getquest completed == 0
Getquest completed MQ306 == 1
Getlevel >= 25 == 1

Would that work?

the MQ306 shoudl be the final stage of the mainquest when the player gets back to earth by Tsun help ...

how I do to test it working?

After that in the same intro quest on final stage I added a new property Nextquestname to the script as quest and referenced the next quest placing the command in last quest stage of Nextquestname.Start()

would that work?
User avatar
Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

Post » Thu Jun 21, 2012 7:50 am

also the packages of the actors in the aliases seem to work randomly they either sometimes completely disappear from world ( can't find them in ship or outside ) or they just stand idle , or they are inside the ship and not gettting out or they get out and do wrongly behaviours like keeping going up and dowhn or they do good ....

what's causing all ths erraticity ?
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Thu Jun 21, 2012 7:58 pm

Seems that using the conditions in the quest story manager doesn't trigger the quest intro for my quest to start I waited 24 hrs , I entered in and out of places , and nothing happened , the conditions are all verified as , I am lev 45 and the main quest is over but still the quest don't start why?
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Thu Jun 21, 2012 6:56 am

Did you change the Event box in the Quest data tab for your quest?
User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Thu Jun 21, 2012 4:10 pm

After that in the same intro quest on final stage I added a new property Nextquestname to the script as quest and referenced the next quest placing the command in last quest stage of Nextquestname.Start()

would that work?

Yes, if you don't use the story manager. You have to pick one method or the other to start your quest, and set the Event type for the quest appropriately (to none, or the relevant story manager event).
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Thu Jun 21, 2012 4:01 pm

then in the conditions of the story manager I added

getquest running == 0
getquest completed == 0
Getquest completed MQ306 == 1
Getlevel >= 25 == 1

Would that work?

The first two aren't necessary. The Story manager will only start your quest once, unless you call Stop().
User avatar
Heather beauchamp
 
Posts: 3456
Joined: Mon Aug 13, 2007 6:05 pm

Post » Thu Jun 21, 2012 5:54 am

and how I do make it start? as is not starting at all !
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Thu Jun 21, 2012 4:17 pm

Here is all the info of the quest stuf fI hope it can help understand what's going wrong?
and the packages not working ....

http://img525.imageshack.us/img525/4232/setupqz.jpg

http://img94.imageshack.us/img94/6457/setupfo.jpg
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Thu Jun 21, 2012 3:03 pm

ok seems now the quest started on me changing location severall times but still the sequence quest dont activates and also the packages are not run !!!
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Thu Jun 21, 2012 4:14 am

In the picture you haven't changed the Event box on the Quest data tab to the ChangeLocation event. You also haven't filled in all the script properties (see SecretHarbor). Make sure all the quest's aliases are filled too.

We can't see what's the problem with the packages from this picture, we'd need to see the package data at least. And I should still like to know if it is only the patrol that fails, and does the patrol work if you set it inside the ship?

Of course the packages will not be running if the quest is not.
User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Previous

Return to V - Skyrim