need some quest help please

Post » Sun Apr 25, 2010 8:03 am

i need some help setting up the quests for my mod i am working on. if anyone feels comfortable just guiding me through what i need to do by talking to me using skype it would make the process a whole lot quicker then messaging back and forth here on the forums. here is the basic outline of what i want the first quest to be. to begin the quest the player will come across a holotape note at a sandbag bunker which will trigger the quest. once started the player will have to go to the north and search for a few npcs which the player will find captured in the underground bunker of their enemy. the player will have to rescue them and escort them back to the vault that is part of my mod. anyone willing to use skype pm me with your skype handle and i'll give you a call as soon as your ready
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lolli
 
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Post » Sun Apr 25, 2010 12:08 pm

http://geck.gamesas.com/index.php/gamesas_Tutorial_Basic_Quest
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Mashystar
 
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Post » Sat Apr 24, 2010 9:56 pm

http://geck.gamesas.com/index.php/gamesas_Tutorial_Basic_Quest

that doesn't really help me complete the quest as this quest is going to have more then two stages, and is going to have dialogue with it. i used that to setup the the first stage of my quest but i need more then a tutorial on making a basic two stage quest.
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Lynne Hinton
 
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Post » Sat Apr 24, 2010 10:17 pm

Then just add more stages to it?
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CSar L
 
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Post » Sun Apr 25, 2010 4:21 am

http://geck.gamesas.com/index.php/Quest_and_Dialogue_Tutorial

This one goes a lot more indepth and includes info on basic scripting and setting up dialogue. Work your way through it and then you should understand how to do quest design. Once you have a greater idea of how to do it you can start to ask more focused questions.
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Tiffany Carter
 
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Post » Sat Apr 24, 2010 10:53 pm

i already know how to setup up dialogue. one thing i need help for is setting up the npc's for this quest. one part for the npcs is i need them to disappear after the quest is done like have them leave the cell in the vault and just be gone for good.
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Natalie Taylor
 
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Post » Sun Apr 25, 2010 6:26 am

i already know how to setup up dialogue. one thing i need help for is setting up the npc's for this quest. one part for the npcs is i need them to disappear after the quest is done like have them leave the cell in the vault and just be gone for good.


I've never heard of anyone taking someone's skype phone number from this board and walking them through setting up a quest. I would personally never consider doing this for anyone.

It is true that the GECK has a steep learning curve. However. Everyone expects new people do what's necessary to learn on their own using the geck wiki (http://geck.gamesas.com), the various tutorials, and from examining how Bethsda uses these tools within their own quests and things (Bethesda's examples are in most cases the best way to do things). We're not all in a gigantic, collective Skype phone call at any given time. We are mostly figuring things out on our own, and then coming here for the things that seem to hit a brick wall.

As someone works through a design thing, and they are part of the way through and they get stuck, they will come here and ask *specific* questions. That's when specific answers are forthcoming. The whole *help me set it up* thing is different and it usually doesn't fly.
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Shianne Donato
 
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Post » Sun Apr 25, 2010 9:47 am

You did the Vault 74 tutorial right? From there the http://geck.gamesas.com/index.php/Main_Page is your BEST FRIEND. It can answer like 90% of your basic questions. Then if you don't get one certain thing, like Tarrent said, then you ask us. We all usually have our own projects we are busy working on, and using the wiki to figure out what to do. So try the wiki, look around it a bunch, then come to us if you have a specific question. Once again, like Tarrent said, the whole " Walk me through how to do pretty much my entire mod please!" thing rarely works around here.
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RAww DInsaww
 
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Post » Sun Apr 25, 2010 12:05 am

pkleiss helped me a little using skype to help me make my one npc not talk to the player until after you talk to one of my other npc's. what i need to know is how to make a few of the npcs in my mod not appear until after you start the first quest of my mod. this next question is abit off the topic of this but i didn't get an answer for it in one of my previous topics. i need to know how i would make it that if the player takes turquiose out into the wastes with them when prompted through dialogue she will setup a tent with some bedding in it and a camp fire outside it.
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Nienna garcia
 
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Post » Sun Apr 25, 2010 10:09 am

Again, the WIKI can answer alot of these questions... To not make them appear until that stage, you make them Initially Disabled. Then in the result script for that quest stage, put in a line for each of them like MyActorRef.Enable so it enables them. As for the tent thing, it will be difficult to do without the tents floating about, and clipping through things and looking horrible.
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Mandy Muir
 
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