Guest Posted December 11, 2020 Posted December 11, 2020 I made a random wilderness encounter quest in creation kit. This is what I did: a) Opened CK, went to quest tab, selected the WE27 there which is "Imperial Scout Patrol" (those 3 imps travelling around in certain holds) and duplicated it. b) Renamed the new quest to my likings, changed the generated script name to my likings, changed aliases, and instead of imperial soldiers, I choosed three types of goblins. c) changed all that needed to be changed inside the script itself, saved/compiled...no errors/warnings d) then I go to "story manager quest node" located in dawnguard.esm. Selected WEQuests and copy as override into my own mod. e) added my new quest to the bottom of this list. Ingame it works. I encountered those three goblins on a patrol. They weren't actually patrolling but chasing. But that is ok.... That is what goblins do. I have a hunch that the approach I did in step d) and e) is not a good approach for a mod that is going to be distributed. Is there something else I rather should be doing than making a override copy of WEQuests?
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