Triggering a Quest using the Story Manager.

Post » Sun May 18, 2014 5:13 am

Has anyone ever used an Actor Dialog Event or Change Relationship Rank in the story manager to trigger a quest? I can not get either to work. I am able to trigger a quest with most of the other options.

User avatar
Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Sun May 18, 2014 9:04 am

I have some experience with the Story Manager. Actor Dialogue Event is used for those scenes where NPCs randomly talk to eachother, and I doubt it would be useful for much else. According to the wiki, Change Relation Ship Rank is triggered "whenever an Actor changes his relationship rank with another actor", but AFAIK, all relationship rank changes are scripted to begin with (usually a +1 with the player after completing a quest), so I figure this event node would be used for flavor or maintenance code across all NPCs undergoing a relationship rank change, rather than as a trigger for a conventional 'playable' quest that involves a specific NPC.

What part has you stumped? Do you have the nodes and branches all figured out? Did you specify the story manager event node on the Quest Data tab of your quest? What kind of a quest are you trying to start exactly?

User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Sun May 18, 2014 1:40 pm

Thanks for the info. Where did you find that information on the Wiki? I searched for both and found nothing online or the Wiki. A quest that puts supplies in the chest or Gunjar at the beginning of the game depending who the player enters the keep with. I found the best way to trigger one or the other quest is with the MQ101 Quest at a certain stage.

User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Sun May 18, 2014 12:29 pm

You can use http://www.creationkit.com/Category:Story_Manager as an encyclopedia for the different event nodes. A tutorial on how to use it is http://www.creationkit.com/Bethesda_Tutorial_Story_Manager

I don't know anything about MQ101 and I prefer to keep it that way, but I suggest you use Change Location Event instead, and use a condition to make sure the New Location event data is the Helgen Keep location. After that, there ought to be a simple enough way to check which character you went in with. Don't edit MQ101 itself.

User avatar
Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Sun May 18, 2014 3:57 am

I could not get it to work with change location. I tried. The game does not consider HALelgen a change of location.

Also if I do not edit mq101 a little bit the arrows will not work because the new quest will not be selected in the menu.

Why wouldn't you edit mq101?

User avatar
Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Sat May 17, 2014 10:39 pm

I just checked, and there is no seperate location for the helgen keep; HelgenLocation is used for all the interior cells as well as the exterior. That's why it's not working.

If you edit MQ101, your mod is incompatible with Live Another Life and probably most other alternate start mods.

If I recall correctly, Unbound already directs you to loot Gunjar's body, so why would you need your other quest to do it too?

User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Sun May 18, 2014 8:43 am

I need another quest to place the items in Gunjar or the Wardens chest. If I didn't they would be in both places.

I am just moding a couple of objectives.

User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Sun May 18, 2014 5:09 am

I can not Mod an existing Quest??????? Every time I validate the Creation Kit it deletes what I have done??????

User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Sun May 18, 2014 2:33 am

What do you mean by validate? Do you mean save? You should be able to modify vanilla quests as long as you don't have Version Control enabled (it's disabled by default, you would know if you had enabled it). :P

User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am


Return to V - Skyrim