Advice needed on scripting a quest

Post » Wed Sep 08, 2010 12:19 am

Hi..

..I've recently been learning quest writing and can now produce a series of multi stage quests :hubbahubba:

I now want to look into tidying them up a little for immersion.

I would like certain objects to only appear in the game whilst their related quest is running. Specifically
4 dead bodies.
1 enemy NCP.

One of the quests Ive written involves looking for some missing people, stumbling over their bodies months before they were meant to go missing.

I've linked the 5 NCPs together by creating a parent X marker and setting everything to initially disabled...I can not however work out how to enable the x marker at the correct time.

Any help would be appreciated
User avatar
Elisabete Gaspar
 
Posts: 3558
Joined: Thu Aug 31, 2006 1:15 pm

Post » Tue Sep 07, 2010 5:08 pm

Give the X marker a reference ID, and then use 'YourXMarkerRef.enable' in one of the result scripts of the relevant dialogue or journal entry to enable it.


I've actually never done this before, enabling multiple things by using a parent Xmarker... In some cases that could've saved me some time probably. :P
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Tue Sep 07, 2010 3:24 pm

Give the X marker a reference ID, and then use 'YourXMarkerRef.enable' in one of the result scripts of the relevant dialogue or journal entry to enable it.


I've actually never done this before, enabling multiple things by using a parent Xmarker... In some cases that could've saved me some time probably. :P



I've tried using the 'YourXMarkerRef.enable' command in the result script box of the quest stage tab. (The idea being the quest reached stage 10, the dead bodies appear). When I press OK I get an error message. I'm at work at the moment, so cant remember the error exactly, but its something along the lines of 'Result script not found'

Am I doing something wrong? or missing out something?
User avatar
ladyflames
 
Posts: 3355
Joined: Sat Nov 25, 2006 9:45 am

Post » Tue Sep 07, 2010 2:23 pm

I don't know if you did, but you need to write them without the quotation marks. So not:

'YourXMarkerRef.enable'

but

YourXMarkerRef.enable


And YourXMarkerRef was an example of a reference ID, it's a good idea to give it a more appropriate name that sort of says what it is for.

Make sure you've given the Xmarker the reference ID and pressed OK so that it is properly saved, before you enter the reference ID in the result script box.
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Tue Sep 07, 2010 5:46 pm

The "Result script not found" message means that it failed to compile, and that caused the error you saw, so we need to see the first message that tells us why it failed to compile.

Instead of clicking on the OK button which closes the entire dialog, right-click somewhere where you could add a new entry. The dialog code will attempt the compile of the result script and tell you what's wrong before it pops up the context menu from the right-click. It will probably be a non-persistent reference or similar.

BTW I'm not sure if an XMarker is eligible to use as an enable parent. Anyway, it's one more item than you need, just pick one of the group of items that need enabling together and make it the parent.
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Tue Sep 07, 2010 8:51 pm

BTW I'm not sure if an XMarker is eligible to use as an enable parent. Anyway, it's one more item than you need, just pick one of the group of items that need enabling together and make it the parent.



The XMarker is used by Bethesda to enable large numbers of objects, I've seen it used for adding decor to Battlehorn castle, including the additional guards and captain, so I assumed it would be alright for this quest..

I'll try as you suggest over the weekend...

Assuming I can get the command XMarker.enable to work I assume the opposite is XMarker.disable will remove the objects?
User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Wed Sep 08, 2010 3:19 am

The "Result script not found" message means that it failed to compile, and that caused the error you saw, so we need to see the first message that tells us why it failed to compile.



I've just tried it quickly and here's whats happening: The Parent (I've now tried using an X Marker and item, i bit of firewood) is called 1BHQ1NCPREF the quest is called 1BHQ1

So the command I've entered in the result box for stage 10 of the quest is 1BHQ1NCPREF.enable

This returns the following error message:

Script '1BHQ1Stage100', line1:
Script command "1BHQ1NPCREF.enable" not found


The quest I've written has 5 stages.

Stage 5, 10, 20, 30 and 40...I have no idea where its getting stage 100 from in the error message!!

Any further help would be great!
User avatar
Michelle Chau
 
Posts: 3308
Joined: Sat Aug 26, 2006 4:24 am

Post » Tue Sep 07, 2010 3:45 pm

The problem is the name. You can't start any references with 0. I always use a1.
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Tue Sep 07, 2010 11:10 pm

The problem is the name. You can't start any references with 0. I always use a1.

Interesting, I didn't know that either. I always use Pov. :P
User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Wed Sep 08, 2010 4:13 am

The problem is the name. You can't start any references with 0. I always use a1.



Just want to say THANKS!!

I changed the ref from 1BHQ1NCPREF to BHQ1NCPREF and it appears to have worked a treat!!

So thanks again..and keep an eye out for my next question!! :brokencomputer:
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm


Return to IV - Oblivion