Dreamer102 Posted July 26, 2012 Posted July 26, 2012 Would someone mind looking this over to make sure I'm going the right direction? I am not in front of my gaming/dev rig and I don't even have the CK here. I'm writing this out in anticipation of doing this on saturday morning. I've never made a mod with the CK before so I'm driving blind here with SPWNED and the CK Tutorial telling what I SHOULD be doing. BEGIN INSTRUCTION FOR CREATION KIT WORK "Creating the Quest" In the Object Window, navigate to Character -> Quest in the category list. Right-click anywhere in list of quests and select "New." This brings up the quest window and the default Quest Data tab, which can be a little intimidating with all its widgets, but we'll get through this. The important fields to worry about (and fill out) right now are: • ID: This is what the Creation Engine uses internally to identify the quest. Fill this in with "DMQ01" (without the quotes). • Quest Name: The name that the player will see and associate with the quest. Enter: "Werewolf_Autochanger" • Priority: Affects the ordering of dialogue when multiple quests are using an actor. "60" is the typical value for a non-questline standalone quest, so put that in here. • Type: Select "None" here. This just affects how your quest is displayed in the player's journal, if at all. Hit the "OK" button in the bottom right to save your quest in the CK. "Attaching the Script" First, copy the “Werewolf_Trigger extends Quest.psc” file to your DATA/SCRIPTS/SOURCE folder. Back in the Editor, double-click on your dummy quest to open its Properties window, then go to the Scripts tab (you can hit the 'End' key to jump right there; it's the last tab in the list). This is where we'll hook up our script: 1. Click Add. 2. In the Add script... Window, enter the name of our script, 'Werewolf_Trigger extends Quest'. 3. Double-click on the script to add it to the dummy quest (if it is located in the scripts listing). 4. If not, double-click on "[New Script]" at the top of the list. 5. This will pop up yet another window, where you can name your script. Set its name to be "Werewolf_Autochanger" and hit OK. 6. Right-click on the script name and select "Edit Source" to bring up the script editor. 7. DO NOT EDIT THE FIRST LINE of the script!! 8. Two lines down, Copy and Paste in the script info from the “Werewolf_Trigger extends Quest.psc” file (NotePad++) 9. Select "Save" from the file menu (or press Ctrl-S) and the editor will attempt to compile your script. An output window will pop up -- if your script is syntactically correct, it will look kinda like this example: 10. 11. If you see anything else in there, you typed something wrong. Try again! 12. Once you're done, close the script windows and save your plugin. 13. Be sure you saved your plugin as “Werewolf_Autochanger.ESP”. 14. Copy the “Werewolf_Autochanger.ESP” file to your DATA folder and activate it for testing. Did I miss anything in my guesstimation of how to create a "Dummy Quest"? I'm just looking to creat a dummy quest to run my script. Thanks if anyone reads this. Here is a link to my Mediafire, there is a copy of the full document with photos there. http://www.mediafire.com/view/?1v7ykt272dy6462
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