Dark Brotherhood Kidnapping - What causes it?

Post » Mon Aug 12, 2013 3:50 am

Hey guys,

It has come to my attention that the Dark Brotherhood kidnaps you and takes you somewhere after you get the note with the hand. My problem is that people are being taken from Falskaar with no way to get back (as you must do something in FS to enable travel to and from Skyrim).

I was wondering if someone could point me to the quest or SM node that causes this, so that I can prevent it from happening if the player is in Falskaar, or at least if they don't have the travel enabled yet. I'm searching for it myself, but I've never done it so I'm just kind of poking around. Haven't been able to locate it.

Thanks,

AV

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Portions
 
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Post » Sun Aug 11, 2013 3:11 pm

It's under "DBEntranceQuest".

Unfortunately, it controlled by a quest script (pDBEntranceQuestScript), which registers for an update and then updates when the player sleeps. So unfortunately, the only way to change it is to change that specific script. And you know where the road of editing vanilla scripts go to.... eventual conflicts.

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Matt Fletcher
 
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Post » Sun Aug 11, 2013 7:38 pm

it's causes by sleeping, the first time after you've killed grelod the kind (orphanage riften).

iirc player sleeping is an own event node, so i'd figure that'd be it

edit: ninja'd :-)

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Gemma Flanagan
 
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Post » Sun Aug 11, 2013 11:31 pm

can't you just unregister 'as' pdbentrancequestscript from elsewhere...? (not knowing & actually wondering)

edit: uhm wait... registering for update... player sleeps... update won't fire in menu mode (sleep), and they can't know when you'll sleep. so update has to be registered right before sleep and fires after sleep ends. means, the quest that does this has to be running at this time already, so it a) necessarily is started elsewhere, and B) maybe can be just temporarily stopped or stg before sleeping so he won't even register for update in the first place

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Makenna Nomad
 
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Post » Mon Aug 12, 2013 5:22 am

Okay so that pointed me in the right direction. It looks like they use http://www.creationkit.com/RegisterForSleep_-_Form on the quest, then http://www.creationkit.com/OnSleepStart_-_Form in the quest script. So, I just need to figure out what stage the quest is at when the kidnapping happens. Then I can detect that stage when the player enters Falskaar, and unregister it for sleep. Then, when they completed the quest (If the stage is correct) register it again. I don't need to touch anything vanilla.

So, I'll poke around that quest to see what stage it sits at before the player sleeps.

EDIT: Simpler yet, there is a 'SleepyTime' variable that it checks. I can just save the current value then set it to 0, meaning the quest won't fire until I return it to it's earlier value. And it appears the quest can only be progressed/triggered by killing her or having the courier show up, which can only happen in Skyrim, right?

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Mrs Pooh
 
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Post » Sun Aug 11, 2013 5:57 pm

nice. :-)

figure it's values are colors, as mine's always dark red (9.32am where i am and *still* up) :-)

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Stephanie I
 
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