Location ref aliases?

Post » Tue Jan 26, 2016 5:11 pm

So I want to make a quest where the player receives a letter from a courier. Then letter tells them to go to a location in order to fulfill the quest and trigger the next stage of the quest. I'm assuming you do this with location references? I've been following tutorials on youtube but a lot of them use specific references like stools, and I tried adapting their instructions to my needs but CK won't let me compile my scripts.



Anyone know how to do what I'm doing or have any resources that could help me?



Specifically, I want the player to approach riften which will then trigger an event where a bunch of bandits spawn at the front gate and then prompt the next stage of the quest. Any pointers?

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Mistress trades Melissa
 
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Post » Tue Jan 26, 2016 8:17 pm

Well you could adapt that quest tutorial you watched (the one with the stool) its a very good one. Place an activator box near Riften gate which has a script which enables a levelled enemy spawn point(s) as soon as you enter it, something like that.



If you're using a Location Alias thats usually for radiant quests where you're not sure where the exact location will be. Its another layer of complexity since a decision has to be made previously about whats going to fill it etc and how are you going to trigger an activator if you're not sure where its going to be? It can be done but its a whole other layer of complexity which to me sounds unnecessary at this point.

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Spooky Angel
 
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Post » Tue Jan 26, 2016 2:15 pm


Done something very similar to this in my Forgotten Island mod. As @Blackjack Davy said create a trigger box to spawn the bandits where you want them, make the trigger box an Alias on your quest that spawns when the appropriate stage on your quest is set. That way the trigger box is not there when you do not want it to be.

First create or copy this script


Spoiler



Scriptname FI1Script extends Quest Conditional
;change the script name to what ever you want

int Property DeadBandits Auto Conditional
{tracks how many bandits are killed}

int Property TotalBandits = 5 Auto Conditional
{how many bandits do you need to kill? change 5 to your number of bandits}

function IncrementDeadBandits()
DeadBandits = DeadBandits + 1
if DeadBandits >= TotalBandits
setStage(the stage to set)
endif
endFunction





Then make the bandits Aliases on your quest, and attach this script to them


Spoiler



Scriptname BanditScript extends ReferenceAlias

FI1Script myQuestScript
;change FI1script to the same as the first script

Event OnDeath(Actor akKiller)
; increment dead count
myQuestScript = GetOwningQuest() as FI1Script
;same here change ScriptFI1 same as first script
myQuestScript.IncrementDeadBandits()
endEvent





Then place the first script on one of the stages before the one where you want the bandits to spawn. (In the kmyQuest pull down box in the quest stages window).



This way when the number of bandits are killed, the quest stage will set to the one you specify.

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Jessie
 
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Post » Tue Jan 26, 2016 1:06 pm


thats a new one on me, I'll have to remember that :)

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Marine x
 
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