StackEmHigh Posted September 20, 2014 Posted September 20, 2014 Hello, and thank you in advance for reading my post. I have a quest I am wanting to make, and I have a question I hope you can help me with. I want to use an existing vanilla NPC that, at some point in the game, offers the player a vanilla quest. I do not wish to break that quest, so I want my quest to begin when their quest is completed. I know I can use a "GetQuestCompleted" condition, but here is my question. Will the following work: - Make a new quest - In "Quest Stages", make a "New Stage" (0) where there is a "GetQuestCompleted" and set to "1" (true) - In the same stage (0), add a script advancing the quest to the next stage (10) - in Stage 10 add a script that will erase all info from this vanilla NPC (is there such a script, and will this procedure work?) As well, what if I only wish to erase SOME of their info, but only at the point of their vanilla quest being completed (and before my quest begins, or at least at stage 0), is this possible? Thank you for your time, any help is appreciated. StackEmHigh
b3lisario Posted September 22, 2014 Posted September 22, 2014 Let's forget about the completed quest for a moment. How would your quest start? When going to some place? By adding some dialogue lines to that NPC?
StackEmHigh Posted September 23, 2014 Author Posted September 23, 2014 Hello B3lisario, Thank you for your reply. My quest would begin when the player visits (or sees - within conversation distance) the NPC and after the player has completed the quest given by this NPC (which I have discovered the ID of, thanks to you). I was told that the commands REFID.enable and REFID.disable may work (as they did for Fallout), I have yet to try this script with a condition that the vanilla NPC quest is completed on that script...it may totally eliminate the NPC as a reference, I don't know...perhaps I could duplicate that NPC and somehow erase the original vanilla NPC and replace it with a duplication (modified)? I am still trying to figure out a solution for this problem of how to erase the NPC AI packages and other information but only at the appropriate time - after the player completes the quest given by that NPC... Thanks for your time.
b3lisario Posted September 23, 2014 Posted September 23, 2014 This is what I would do. I'm quite sure there should be better ways. A dialogue in YourQuest with a condition Actor = YourNPC and IsCompleted(VanillaQuest) == 1 A new AI package (YourPackage) using the ForceGreet package template and owning quest YourQuest. YourPackage points to the YourQuest dialogue (topic property), and has also the conditions Actor = YourNPC and IsCompleted(VanillaQuest) == 1 An alias in YourQuest forced to YourNPC, here you can add YourPackage to YourNPC So whenever that NPC sees you after completing the vanilla quest, he should approach and say your starting dialog. Use quest stages to make the dialogue not available after that point.
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