some help plz trying to create a papertrail chain

Post » Wed Mar 11, 2015 4:10 am

good day

i am trying to create a quest where u start of with having to find 1 note wich sends u to get 2nd one and so on but somehow i have 2 mayor problems 1st is that the quest does not register that i picked up the note big bummer and as a result i think it keeps pointing to the location where it was placed in the map

the seperate notes each fill a "stage"in my quest tab so i think i did those right and a set stage comand does trigger the next one but cant find the way to let it trigger automaticaly

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His Bella
 
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Post » Wed Mar 11, 2015 4:20 am

You probably have to make the note an activator to trigger things the way that you want.

Of course, one of the things it can activate is putting a note into your character's inventory if that is what you want/need. This way you don't have to treat the note like an inventory item, but instead an activator that moves your quest forward.

There is a quest mod in FO3 that is driven by notes, you could dive in and see how that one works too.

http://www.nexusmods.com/fallout3/mods/4730/?

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james kite
 
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Post » Wed Mar 11, 2015 8:17 am

starting the quest is no problem solved that one , my biggest glitch is ones th equest rolles it wont get past the 1st stage because it somehow wont register me picjking up the 1st holodisk wich would normaly trigger the next stage in the quest build.

i have been trying to figure out if it was somehow related to wich function u add in the quest objectives but i keep hitting mayor bugs have not yet found one that works

for the quest starter i used a collision bounded trigger around my quest area with a script so that works fine.

ok solved the not moving on part of the quest now i just need to figure out how to make the notation in the pipboy mark the 1st part compleet so i dont end up with a whole bundle of markers while walking around showing where all the old drop off points are.

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Mario Alcantar
 
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Post » Wed Mar 11, 2015 1:58 am

It is tedious and rather boring, you have to manually clear all previous markers. Basically you have to clear the markers you don't need with setobjectivecompleted

In fact it all depends of you quest build, it is difficult to give a generic answer.

If you already found how to advance the quest stages when you pick the note, just place the setstage in the note script and in the stage result script add the two lines :

setobjectivecompleted questname questobjective xx 1

setobjectivedisplayed questname questobjective yy 1

Each time you pick a note the marker on the map will move to the next note and the previous disappears.

write a questobjective for each note. It doesn't have to match the quest stage but it must exist

eg : the stage can be 20 and the questobjective "you found the 2nd note" can be 40

and "now find the 3rd note" can be questobjective 70

(of course it is easier to make the questobjective match the queststage but it is not always possible)

the first note objective will disappear and the new one will appear, with the marker

at the end you can simply use completeallobjectives questname to remove all markers.

You can also make a secondary quest just to manage the notes order, really it depends of the quest, If you can skip some or if you want the player find them all, if the order matters or not, and so on.

Because if the player doesn't find the notes in order there is a problem, the marker doesn't point to the right note. (depends of your quest, if notes are all initially enabled or if each note is enabled by finding the previous one)

If the player can find notes in any order, in the queststage clear all the previous objectives for each note, and setobjective completed for each note, and of course a queststage for each note, you can't use a unique stage with if statement

like stage 50 :

setobjectivecompleted questname 20 1

setobjectivecompleted questname 30 1

setobjectivecompleted questname 40 1

setobjectivedisplayed questname 50 1

if the player finds the 5th note immediately after the first one, so the marker will not direct him to the 2nd note but to the 6th. As you see it can be easier to make it a separate quest or it will clutter your main quest script and make it difficult to debug.

depending of your quest you may have to disable the previous notes or to use a questvariable to check if an ulterior note was already found, so the quest won't direct the player to a note he already has.

Something like note1found, note2found, allnotesfound, etc

and a script checking for each note, so if the player misses a note you can check it and add a script to show the position of the missing one. I'm not good at explaining so I hope it's clear.

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Veronica Martinez
 
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Post » Wed Mar 11, 2015 5:15 am

i am making a chain that only has notes possible to find ones u pick up the previous one , initialy disabled / enable option so that wont be a problem i am going to try the solution u mentioned

so far it works like a charm i am going to try and add the questcompleet line in th escript to advance specialy to check if it works for the last stage marker

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saharen beauty
 
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Post » Wed Mar 11, 2015 1:48 am

so far it works great still a small bug with one model not enabling when it should but i think i just make a different model for it.

the only problem i now have is in my finishing stage i want to make a script that needs 1 note and 1 or 2 items and then sets the quest stage depending on the preconditions.

basicly its a case of 1 holodisk and 1 book to trigger option 1 and the same holodisk and 2 books to enable option 2 wich then grants the posibility to create a truce between BoS and outcasts .

i think the line to alter the faction reaction is [set factionreaction BoS , outcasts +100]

and the script gets start when u interact with a ham radio so those stages i got but my problem is i dont know if i can use the gethasnote variable to link to both the note and the books as wel as how to write the lines so far having a bit of trouble creating a and parameter

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Robert Jr
 
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Post » Wed Mar 11, 2015 3:19 am

Well its just a matter of using the "AND" for conditions. Hard for me to say where you would do that though.

But you can still simulate this by just advancing to another quest stage , that adds the book , then another for the second book.

And when you set an objective for finding the holo disk ... word it so as to imply all 3 items ... and then set all 3 objectives completed on the 3rd stage of finding the second book. If that makes sense ?

And remember you don't always have to use map markers.

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rheanna bruining
 
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Post » Wed Mar 11, 2015 1:19 am

the problem is i dont know wat to use instead of the [ gethasnote ] tryed that and get a no note listing for book clutter erro when validaiting also th eand when used as a word keeps hitting same kind of bug think u need to use && for it but my boolian algebra hits a bit of a mistcloud there

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Lindsay Dunn
 
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Post » Tue Mar 10, 2015 5:58 pm

When you check for the note in the script ... is it the reference or the Base-ID?

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roxanna matoorah
 
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Post » Tue Mar 10, 2015 9:28 pm

Well actually , there are 2 kinds of notes in the object tree ... the kind you can attach a script , and another you attach a message.

But thinking about it ... you don't need to check if they have the note , because you advanced the quest stage from them picking up the note. So now all you need do is check for having 1 or 2 books. And yes its done with && .

So in your script it would be

If player has Book01 && Book02 setstage Bla bla bla

else

If Player has Book01 or Book02 Setsage Bla bla bla

else

Show message missing parameter

Thats not the exact syntax ofcourse .... but you get the idea?

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Emily Shackleton
 
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Post » Wed Mar 11, 2015 12:02 am

yes i think i do just shortly afther posting the question i found that u can use the itemcount option for non note items so i think tomorow i am going to use the

itemcount book1 == 1 && itemcount book2 == 0 setstage a

else

itemcount book1 ==1 && itemcount book2 ==1 setstege b

endif

end

but that is for tomorow

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Claire Vaux
 
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Post » Tue Mar 10, 2015 7:57 pm

Yep that should work ............... how is it working?

I guess it will depend on from whence you execute this script , then it leads into your end A & B options.

Nice find with the "itemcount" though. Thats what moddings about ... taking your idea and seeing where you can get it to run through the machine. ;)

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Liii BLATES
 
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