Setting Prerequisites For A Ques Mod

Post » Mon Nov 09, 2015 10:15 am

I'm new to modding....

I'm trying to build a quest that essentially extends from all the other main quests and dlcs. In a nutshell, by defeating these great evils you have tipped the dominos to a greater threat... But I digress...

Since I need multiple Quests completed to begin, I figured after many many hours of research and playing around with the kit that my best bet would be to create a prerequisite quest in of itself, in which the objectives are to complete MQ305, DLC2MQ06, etc; then completing this will trigger the start of my questline. My problem is every time I think I'm doing something right, I find that I'm not or I'm absolutely confused as to what I just did.

I assume I'm gonna be writting scripts for this to work, and that's fine and dandy, but if anybody could link me some info on setting up multiple objectives in which they must all be completed or even walk me through it that would be fantastic. I'm also unsure on whether or not I'm to set these prerequisite quests as aliases in the creation of all this.

Thank you in advance for your time reading and/or commenting on this. And if there's an easier/better way to pull this off, please, let me know. Thanks again.

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BrEezy Baby
 
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Post » Mon Nov 09, 2015 1:45 am

You could simply check for the completion of so-and-so in a player onload script added by your mod. Or some other event. Outside scripting, you can use Story Manager to have this trigger condition checked on some SM event.

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sally coker
 
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