Frustration, act two
Right, so, new day, new start.
Since all I did yesterday was for naught, I started from scratch. Thankfully I recorded every name I used, every step I took to make the quest, I was able to delete the half finished unusable stuff I created. Yay.
CK behaved admirable, only crashed once at the end when all was said and done, stuff saved etc.
The only problem I ran into was the conditions part to start up the quest and I'm still not sure how to do it. There are, apparently, options there.
For my purposes, the letter describes the first dragon killed at the watchtower. That's what I want for that. I could go with.... wait. Damn. Could I go with the on kill event thingy too???? Need to check that out later (and that idea just came up so.... yeah, recording for future reference^^). Anyway. I was going to use a cell change event thingy with a quest node attached, conditions being MQ104 at stage done 160. What that means, for people like me^^, is that Dragon Rising is done, you talked to Balgruf and get the quest to visit the greybeards. That's where the first courier is supposed to appear with the first letter, after you changed cells, of course. So left Dragonsreach or left Whiterun, loading screen, yadda yadda.
The only problem I'm running into is the 'Run on' thingy. I have no idea what to put in there so it's eventually going to come down to trial and error. Thankfully I have a character with saves of 1. being in Dragonsreach about to talk to Balgruf and being sent to the greybeards, and 2. sometime after getting that done and on my way to an entirely different quest I'd planned on playing through ages ago. Thank the divines I haven't deleted everything yet so that's going to be my 'Trial'-character.
Other, slightly smaller problems being:
The tutorial I was following advised to have the note/letter/whathaveyou spawn as a placeatme thingy and then ported to the courier container where the courier get's their letters from. So the letter/note/whatever is going to appear at the players feet for a bit until it gets called to the container (as far as I understand). So far, that's not as much of a problem, since I haven't been able to work out how to start the quest correctly and the courier hasn't appeared yet, so stuff to worry about later.
The other problem is that I get squares instead of an apostrophe so if I write "You're" it shows "You(square)re" (how do you put in an empty square?? no idea^^)
Then there's the packaging of the files into a zip file so you can put it in your MO of choice and get going with the quest. Again, I've read through tutorials and posts on different forums and tried it out. There's options there. You zippify or archive or whatever the esp (do you include the loose scripts floating around? I'll do it two ways, one with them, the other without and see what's what, trial and error basis because hey, could the esp already have the scripts or not??).
Then I'll try out the bsa business (already did and there was another thing in there, bsl?? What's that?? The archiver provided by CK crashed a few times and the archive through CK doesn't always work perfectly so you could end up missing certain things while doing it that way, making the mod unusable.... decisions, decisions),
Are bsa's the thing to go for? Because I've been snooping through some of the mods I've been using and found esp's and bsa's...
So, that's what's on the list for later problem shooting. First, imo, I need the mod to start so I can iron out anything else, because if the mod doesn't even start properly, what's the point in fine tuning the rest?
Not as much frustration today, because the scripts finally worked out (at least on paper ;))
tbc
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