cydestiny Posted February 22, 2014 Posted February 22, 2014 Hi guys, I recently started modding a custom quest but was a little confuse on the usage of creation kit. I hoped some experienced modders will clarify things for me. Thanks in advance. Note: I am a quite okay programmer (picking up c, c++, java & a few others), I understand how basic papyrus worked and I did all the research I could before I decide to ask for help. tl;dr, I need help. I am aiming to a custom alternate start and I used LiveAnotherLife by Arthmoor as a base. After dissecting through the mod, I do not understand how the author set the particular quest to be the starting quest, i.e. the very first quest. For instance, shouldn't there be a quest list or start the main quest here indicator? How did the system decide which quest to start first? My research result: I understand that quests can be event driven, i.e. activator, actor death, item acquired, etc. I still don't understand how the first quest is decided. tl;dr, How to set a quest to be the starting quest? Next, I would like to ask about how to move the PC to a set location once the quest is triggered. I tried using Player.Moveto(Alias_locationame.getreference()). I setup the locationame by making a quest allias referencing to a cell that I want my PC to be. When I press compile, the compiler returns an error stating :"Player variable is not defined." Do I need to setup other things before that? tl:dr, How to move PC to a location when quest is trigger? Thanks again.
b3lisario Posted February 22, 2014 Posted February 22, 2014 There is no such a list as far as I know, all quests with the "start game enabled" flag run at the same time My guess is that LifeAnotherLife disabled that flag for the main quest You can setup another alias property pointing to the player, or do Game.GetPlayer().MoveTo(etc)
cydestiny Posted February 22, 2014 Author Posted February 22, 2014 There is no such a list as far as I know, all quests with the "start game enabled" flag run at the same time My guess is that LifeAnotherLife disabled that flag for the main quest You can setup another alias property pointing to the player, or do Game.GetPlayer().MoveTo(etc) Alright, I seems to got it now. I did a test and the quest did start right after clicking new game if the start game enabled was ticked. As for the player part, I thought that player was already declared but it doesn't seems to be working this way, instead, every single property/variable had to be declared as an alias to be allowed in a quest. Thanks a lot.
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