Prime66 Posted October 8, 2020 Posted October 8, 2020 So im currently working on a Quest mod, and the first one is done. I've started work on the second but ran into a small problem. The first part of the Quest involves a short scene. I already set the scene up, and now I need to trigger it. When the PC approaches my NPCs, two things should happen. First, I want the stage to advance, and second, the scene should start. Now I think the easiest way to achieve this is just using a trigger box, but I want to know if there is a different way to accomplish this because I don't really want to place a giant trigger box in the main World. The other not so pressing question I want to ask is. Is there a downside to enabling and or Disabling a large number of Objects (Static, Activators) in a Cell? I know it sounds foolish, but I just want to know. When I complete the First main part of my mod, around 60 - 100 Diffrent objects have either been enabled or disabled in multiple quests all in one Cell.
dnoah Posted October 8, 2020 Posted October 8, 2020 I'm no expert in quest design, but the way I would do this, is setting the NPC package to simultaneous wait & forcegreet, with forcegreet distance determining how far the player should be when the dialogue pops up. Then I would call stage advance and everything else that I need from forcegreet topic script fragment. It's not subtle, but doesn't require any cell edits. I've never tried enabling that much objects in an active cell, a couple dozen actors at most. I used the following, and have never seen that exception during testing: if !falmer18.TryToEnableNoWait() catch_cannotdisable() endif ... function catch_cannotdisable() debug.Trace ("exsd: Cannot en/disable essential quest object.") endfunction
Prime66 Posted October 8, 2020 Author Posted October 8, 2020 3 hours ago, dnoah said: I'm no expert in quest design, but the way I would do this, is setting the NPC package to simultaneous wait & forcegreet, with forcegreet distance determining how far the player should be when the dialogue pops up. Then I would call stage advance and everything else that I need from forcegreet topic script fragment. It's not subtle, but doesn't require any cell edits. Would that work? I mean, the PC isn't involved with the scene. I want the scene to start once the player nears the NPCs. Doing it the way you suggested would start a conversation with the player. 3 hours ago, dnoah said: I've never tried enabling that much objects in an active cell, a couple dozen actors at most. I used the following, and have never seen that exception during testing: if !falmer18.TryToEnableNoWait() catch_cannotdisable() endif ... function catch_cannotdisable() debug.Trace ("exsd: Cannot en/disable essential quest object.") endfunction That is an interesting piece of code and would be really helpful for debugging. Thinking about it more, I made something similar to the hearthfire system. Anyway, thanks for the Reply.
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