Guest Posted September 10, 2017 Posted September 10, 2017 I usually play characters which don't enjoy/seek out sexual situations, but with mods that make them happen anyway. There are a lot of fun mods, like Angrim's Apprentice or Captured Dreams, where there aren't very many good RP reasons for my character to start playing them. So I want to make a small quest mod to complement these, like an NPC who asks you to investigate the Captured Dreams shop or learn spells from Angrim. I want to make the dialogue depend on the quest stage of these mods, but without adding them as dependencies, since otherwise the mod will end up with too many dependencies and won't be playable for anyone without that long list of mods. So, is this possible?
azoth1267 Posted September 10, 2017 Posted September 10, 2017 Adding dependencies without adding dependencies... no i dont think you can.
vinfamy Posted September 10, 2017 Posted September 10, 2017 Do-able You would need to have a bunch of dummy quests (with Run Once and Start Game Enabled both UNticked) separate from your main quest (the one with dialogues): CheckAngrim CheckCD And a bunch of globalvariables corresponding to those, with default values of -1 (-1 isn't a value quest stage, so for us, it would mean 'mod not installed'): CheckAngrimStage CheckCDStage Then attach a script to each dummy quest: GlobalVariable property CheckAngrimStage auto ; autofill property Event OnQuestInit() Quest AngrimQuest = Game.GetFormFromFile(0x000000, "Angrim_Apprentice.esp") ; replacing 0x000000 with the Angrim's quest's FormID If AngrimQuest ;Angrim mod is installed CheckAngrimStage.setValue(AngrimQuest.getStage()) Else ;Angrim mod is not installed CheckAngrimStage.setValue(-1) Endif Stop(); otherwise it would only work once EndEvent Everytime you want to check the current Angrim Quest's stage, simply use this in a script attached to anything/ dialogue fragment: CheckAngrim.Start() (You can also periodically check the current stage of that quest instead using RegisterForSingleUpdate and OnUpdate, but I don't think that would be necessary) Then finally move back to your own main quest with all the dialogues, open your dialogue that relies on Angrim, and add the following condition GetGlobalValue CheckAngrimStage == 20 (or whatever stage you want)
Feliks Posted September 10, 2017 Posted September 10, 2017 Instead of getformfromfile (which throws errors if the mod is not installed) you can use GetModByName to check for an esp to establish if its installed; and then Ive personally used both getformfromfile and getquestbyname (the creationkit wiki has a few other options) to retrieve a quest; and from there you can handle it just like any other quest.
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