How do I make a quest objective to open a door?

Post » Wed Aug 28, 2013 12:00 pm

I made a puzzle that closes a door, but I can't find anything anywhere to have that (door opening, or Xmarker activating) complete a quest objective.

I have an alias pointing at the Xmarker in the puzzle right now, but that des nothing but tell the player where they need to go.

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Maya Maya
 
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Post » Wed Aug 28, 2013 6:34 am

you have to put getowningquest().SetObjectiveDisplayed X onto the activator object script.

this is on creationkit.com in the quest tutorial, theres similar scripting that can be done to actually set the objective and complete the objective

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Angela Woods
 
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Post » Wed Aug 28, 2013 7:16 am

This requires a custom script? Activators don't have any place for script fragments.

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Victor Oropeza
 
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Post » Wed Aug 28, 2013 11:40 am

You should be able to go the activator (the specific ObjectReference) your placed in the world/dungeon/whatever and place it there.

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OTTO
 
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Post » Wed Aug 28, 2013 2:25 pm

So, this would be:

Event OnActivate(ObjectReference akActionRef)getowningquest().SetObjectiveDisplayed 20EndEvent

As a new ObjectReference script in the Xmarker?

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jennie xhx
 
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Post » Wed Aug 28, 2013 5:26 am

yes,

and you can also add GetOwningQuest().SetObjectiveCompleted 10 ; to end the first objective in that same script

You can also add a GetOwningQuest().SetStage 20 as well ; might be SetStage(20) beenawhile sry

edit: actually i think you have to put the variables, ie 20 in () parantheses. like ^ above example, on all of them

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Darlene DIllow
 
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