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[Creation Kit] Quest help and disableing Objects?


Prime66

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Posted

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. 
 

Posted

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

 

Posted
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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