Soluthis1301 [Interior Finished, Quest Unfinished]
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07-18-2007, 11:25 PM,
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Quote:Originally posted by Dave_91 Sounds like a good plan :goodjob:
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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07-18-2007, 11:30 PM,
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Great! I'll start after I've watched Father Ted.
I'm looking forward to learning this, quests are definitely something I'd love to learn. Edit 2007.07.19 07:49: Right, well this is what I have for the dialogue (start): black[/HR] Greeting Hi there friend, if you have time, perhaps you could help with a problem I?ve had. Problem Some thieving S?wit stole a precious heirloom of mine; an amulet. I woke up one night hearing sounds, when I took a look around, there he was, a Khajiit dressed in dark clothing. He snatched the amulet from a chest, turned and ran. I chased him outside, but he escaped; I was furious. The next morning after I?d reported the crime, I went for a walk outside of town looking for ingredients, when I saw the Khajiit with a bunch of shady looking folks; they went inside a nearby tomb. The heirloom belonged to an ancestor of mine from centuries ago, it has been passed through my family and it was recently given to me. I feel awful knowing that I had it stolen. Maybe you?d like to help get it back for me? You look like you can handle yourself. I?d reward you of course. Choice 1: -I?ll do it. You will? That would be excellent! I really appreciate it. Well, like I said not far outside the city, along the main road infact. Keep going and you?ll come across a small pond, from there, look east and you should see the tomb. I don?t know if the thief will still be in there, but it would probably be a good place to start. Perhaps ask around here for the name of the tomb, maybe someone knows. Choice 2: -Not right now, sorry. Oh. Okay then. If you change your mind, please do let me know. black[/HR] The stages would be something like this: 0- I spoke with a Dunmer in the Slums district of Soluthis who had a heirloom stolen from a Khajiit dressed in dark clothing. I agreed to help him retrieve the item. I should perhaps start by asking around for the names of local Dunmer tombs nearby. Or I could look for the tomb myself... 10- I've found the tomb Sul was referring to, it was straight across from a small pond right near one of the main roads west of town. I should investigate the tomb to see if I can find anything. 20- Inside the tomb there was no sign of a Khajiit, although I've found a diary in the name of 'Jo'Dhur', a Khajiit who admits to make a living from stealing... it also states that Jo'Dhur has hidden what sounds like the item stolen from Sul Thedas in a chest next to his bedroll in the tomb. Perhaps I should look for a key... -The Khajiit will then appear, and attack the NPC from behind after reading the diary. The Khajiit will have the key for the chest in his inventory, so you'll have to kill him to complete the quest. 30- After readnig the diary, Jo'Dhur appeared from the shadows and attacked me. I killed him, and looted his body for the key to the chest. 40- I have found Sul's amulet. I should return it to him for my reward. (End quest) 50- I returned the amulet to Sul, who was ecstatic. He rewarded me with XX gold and some rare Dunmer ingredients black[/HR] Sorry for the long post, but does that sound alright? I think it would also be interesting if Sul was to lock the amulet in a chest in his home afterwards, allowing the player to return and take it for him/herself. It'd be a nasty thing to do, I imagine, but fun for thieves. Oh, by the way, I haven't much of a clue on how I'd start to build this. If someone could perhaps let me know how to begin building it in the CS, that would be brilliant. :yes: |
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07-19-2007, 08:58 AM,
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Quote:Originally posted by Dave_91It's a very good overview. The triggers are missing. Define which event (exactly) triggers the next stage.
How to start. 1 Mod the locations. 2 Mod the NPC's with all of the dialogue. 3 According to the trigger-list, write the script(s). 4 Add the result script entries to the dialogue. 5 Test it. 6 Fix and change thing when necessary. 7 Add dialogue for after the quest (another quest which checks if the quest has been completed through the quest stage).
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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07-25-2007, 07:22 PM,
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How would I make the NPC (Khajiit) spawn when the player has read (or used) the journal?
Edit- Nevermind, I've got that bit working, I used: begin gameMode if ( GetStage aaaQuestAmuletDial == 25 ) aaNPCThiefRef.enable StartCombat aaNPCThiefRef endif end Also, I want a quest stage to activate when the player is in the cell. I don't know how it's done, but I tried: Quote: But nothing happens. Do I need to attach the script to something to run it? I tried OnActivate on a door, but the door wouldn't work. Oh and, that said, I attached this script to the chest: Quote:scn aaaQuestChestScript But again, the chest doesn't do anything when you actuivate it. The quest stage works fine, but the chest won't open. Thanks. |
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07-26-2007, 08:11 AM,
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Quote:Originally posted by Dave_91Attach it to the Quest (script type == Quest). For the book try this: Code: Scriptname aaaQuestBookScript For the final versions use the StDv etc. as an ID for the cells, quest etc. You have to think about the fact that the player could visit the cave before he talked to the NPC, so add another stage e.g. 5 and renumber 0 to 10 and 10 to 15. Also add a stage for the occasion that the NPC has been killed (plus script).
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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07-26-2007, 08:19 AM,
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Quote:For the final versions use the StDv etc. as an ID for the cells, quest etc. Yeah I know... I was practising with a seperate plugin, hence the different ID's, I should have mentioned that. Thanks for the script, I'll try it later. Does the quest stage numbers make a difference? I mean, do they have to be in 10's or in 5's? Or is that to simply make the stages easier to recognise? Quote:Also add a stage for the occasion that the NPC has been killed (plus script).I have made that stage already. |
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07-26-2007, 08:21 AM,
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Quote:Originally posted by Dave_91No, as long it's chronological (event wise).
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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07-26-2007, 08:24 AM,
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I see. :goodjob:
Well I'll probably finish up on this later today now that my test quest appeared to work fine. It's hard to test in game though, since I'm getting that annoying disappearing interior cell problem like I had with the shop in Soluthis 04 district. |
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07-26-2007, 08:37 AM,
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Quote:Originally posted by Dave_91That shouldn't happen because it has been fixed (TES4Gecko). Are you using the ST Esm? If so, which version?
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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07-26-2007, 08:41 AM,
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Actually I don't know. Perhaps I forgot to get the modders esm when I downloaded ST 2.5. Would that be my problem?
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