Scripting quest start

Post » Tue Mar 10, 2015 7:37 pm

Hello all, so I am working on a quest that is related to a house mod, but anyways I am having trouble getting the quest to activate as I want it to activate upon the player picking up a note.

So far I have had no luck in doing this as there are no script options for actual notes in the GECK.

Anybody got a working script for this? & where I could use it?

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neen
 
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Post » Wed Mar 11, 2015 4:16 am

It works exactly the same in Fallout 3 as it does in New Vegas.

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Cat
 
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Post » Tue Mar 10, 2015 11:07 pm

Put a sheet of paper where you want the player find it

add this script to the paper :

scn sheetofpaperscriptbegin OnActivate    if IsActionRef player == 1        AddNote "MyqueststartNote"        startquest myquest        setstage myquest 10        Disable    endifend

The note itself is only a note, the script doesn't need to run each time the player reads it.

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Heather Stewart
 
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Post » Wed Mar 11, 2015 5:58 am

I never considered OnActivate. That would definitely be a better way of starting the quest. You wouldn't even need to use AddNote, just start the quest from there. Unless you really wanted to have another note cluttering up your Pipboy menu.

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Jennie Skeletons
 
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