Building Quests in the CK

Post » Thu Jul 07, 2016 2:21 pm

I'm currently building my first quest and have nearly everything in place. I'm hung up on a few things which I will outline below. I would like to conquer them one by one so that I can learn how things are done in the process. Thanks for any help given!


First some background on what I have so far....

I'm building up a quest for the mod http://www.nexusmods.com/skyrim/mods/38392/? so the NPC (Van) is not running around like a lunatic killing everything. I currently have him set up on a schedule so if you arrive at the location it needs to be between the hours of 10am and 8pm; else he'll be in the locked up cabin sandboxing.


The dialogue is pretty much complete (without voice for now). Initially, Van will greet you when you're in view and start a conversation. After this conversation ends the quests advances to one of two stages until you've killed him and Jaggarsfeld is yours.

What I need help with


  • Start Quest via map marker discovery

  • Aliases (a foreign...everything to me)

  • "Return Dialogue option"

  • Transferring ownership to player

  • For reference, here is the dev version of the mod: https://mega.nz/#!xpl33QIb!3m4fh6Vf-N8B1OBP6ZlJ0srzcMbW43cv92LBkNol574

  • You can COC to the location: HuntHall (and then exit)

  • Quest Name: HCJaggarsfeld

The first thing I have yet to figure out is starting the quest. I don't want the quest to run at game start and the quest should end at the death of Van so nothing is using up memory needlessly. The best option I could come up with was to start the quest upon discovering the map marker. This, I haven't figured out yet. A user on Nexus suggested I start it using a location change in the story manager so I've set everything up according to https://www.youtube.com/watch?v=UhpzyEyrpog and the one that follows it https://www.youtube.com/watch?v=Je7b8BFWIBQ. But it's not working. It could have something to do with aliases, of which I'm not familiar with. The location is discovered, but no quest starts.

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Makenna Nomad
 
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Post » Thu Jul 07, 2016 1:00 pm

A couple of years ago I started to work on a quest mod, but I never finished it due to RL.



Anyway, like I you I'm a newbie when it comes to modding, so I started to read the tutorials the CK-wiki had and let me tell you it was easier than I thought. I actually managed to create a quest start then try it in-game and it worked.



So I suggest that you start http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Planning_the_Quest then follow the tutorial(s) and I think that's all you need to know for now. Good luck. :)

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Bonnie Clyde
 
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Post » Thu Jul 07, 2016 9:04 pm

Thanks, but I've tried those. They're not of any help because what I'm specifically trying to do is not documented well enough for me to understand how to connect everything together. If this was a quest given by a NPC, this would be very simple and completed already. However, it seems no one has made tutorials for what I'm attempting (yet I know it's possible). I've gone in and out of the CK so much to test changes that I'm getting a bit loony at this point. I'm sure it's something that just isn't connect either via aliases or something else, but I can't seem to figure it out.

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x a million...
 
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Post » Thu Jul 07, 2016 6:37 am

IIRC you don't need a NPC to be a quest giver, in fact it can be another quest that has ended e.g MQ101Unbound in the chargen tutorial in vanilla.



What you need is something that require a journal update for a different quest, like the MQ, to start your quest mod. Just try and fiddle around in the CK, you never know what you might learn in the process.

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Craig Martin
 
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Post » Thu Jul 07, 2016 7:34 pm

The quest is basically built. Log entries, objectives, dialogue, some aliases, etc...all done. I'm just trying to get the quest to start by the player walking into the cell where the map marker is located. I have a XMarker here that the location is linked to as explained in the videos I posted in the OP. The quest just isn't starting. :brokencomputer:

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SaVino GοΜ
 
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Post » Thu Jul 07, 2016 8:20 pm

Well there are various ways to start a quest if thats what you're asking. The most common way is a quest thats running from the get go, these are known as Start Enabled Quests. There are quests that are started via the Story Manager the Change Location event that you mentioned is one. The other way is where its started via script attached to something that triggers it an example would be an activator such as a lever that has a script attached that starts the quest, or opening a book or even a trigger box which like it suggests is an invisible object you or an NPC walks into that will fire a script upon entering it, etc.



The latter sounds the most suitable for what you want you enter the cell via a door or arch or whatever and you're forced to walk through a trigger box which then fires a script which starts the quest. :)

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Julie Ann
 
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