Starting next quest from first one?

Post » Thu Jun 21, 2012 2:36 am

How do you transfer from one quest into the next in CK? I've tried looking into the in-game quests, and can't make heads or tails of that system...

I just want to activate the next quest, after I complete, or even during the final stage of, the first one.

You'd think this would be in the CK tutorials... maybe I missed it, but if so, it wasn't very obvious, which it should be.
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JESSE
 
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Post » Thu Jun 21, 2012 10:42 am

In the papyrus fragment for the last stage, you can call NextQuest.Start().

Alternatively you can set up the quest to be started by the StoryManager in response to an event, and put a GetQuestCompleted (PreviousQuest, 1) condition on the quest node there.
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Mark Churchman
 
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Post » Thu Jun 21, 2012 3:04 pm

When I do that, I get an undefined term error when compiling:

Adding this to the last stage's papyrus section:

DRestore.Start()


With a result of:

Starting 1 compile threads for 1 files...
Compiling "QF_DIntro_01023DE0"...
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_DIntro_01023DE0.psc(33,0): variable DRestore is undefined
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\QF_DIntro_01023DE0.psc(33,14): none is not a known user-defined type
No output generated for QF_DIntro_01023DE0, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on QF_DIntro_01023DE0
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Elena Alina
 
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Post » Thu Jun 21, 2012 1:49 am

Because you need to tell your papyrus fragment what DRestore is. Make DRestore a Quest-type property of the fragment, and fill it with the quest you want to start.
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Kaley X
 
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Post » Thu Jun 21, 2012 12:17 pm

Also, at the bottom of the Quest Stages Tab - next to the Complete Checkbox - is a Quest to Start drop-down box

If you just have to do a simple start proceedure (no fancy scripts to run first etc), just select the next one in that dropdown and all is good.
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Laura-Jayne Lee
 
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Post » Thu Jun 21, 2012 3:45 pm

@h4vent: I have tried the next quest drop-down box, and as far as I know and have read elsewhere, that doesn't do anything.

@Ingenue: Thanks. I knew it had to be declared somehow, and that that was ultimately the problem, but I hadn't though to add another property to that quest stage script to do it (the CK tutorials never mentioned that little properties box!)

For future reference for anyone searching for this solution:
http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!#Quests
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Marcus Jordan
 
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Post » Thu Jun 21, 2012 3:35 am

@h4vent: I have tried the next quest drop-down box, and as far as I know and have read elsewhere, that doesn't do anything.
Actually, having gone back into my modded stuff and checked ... you maybe right. I was sure I had used it; but when I go back to check I had not ... Maybe I tried to use it and it didn't work ... Or maybe I looked at it but never used it ... Or maybe I'm just talking nonsense (which happens quite a bit, to be fair ;))

Anyway ... sorry ... ignore me and carry on ;)
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мistrєss
 
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Post » Thu Jun 21, 2012 1:37 pm

Just put a 'GetQuestCompleted' condition to Quest Data tab of your quest. Most easy way.

If you want to start the quest while another is running replace the condition with 'GetStage' or 'GetStageDone'.

You don't necessarily need a script for that.
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jenny goodwin
 
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