I am following the wiki and got some good stuff there...
what I'm trying to do is to start a quest at the beginning of the game that will fire when the player leaves the doc's house and steps out into the mojave..
I want that quest to run pretty much the length of the game and only finish near the end...
I'm pretty new to scripting for new vegas but have scripted with other games so not completely noob...
any help would be appreciated..
M
You've got plenty of options to make this happen.
My recommendation, always influenced by performance-concerns, is to put an Actor-Zone volume outside Doc Mitchell's house that starts the quest. To close it, put an Actor-Zone near the end game where players will have to cross it in order to access the Legate's Camp.
Now, if we were talking about an ESM here I would suggest differently, but since this is for a plugin (ESP file) it's best to not modify ESM records that other modders will change down-the-line. Also, adding an invisible, transversable, volume in a cell will jive in harmony with almost any other plugin that changes that cell.
With that said, your quest can be set to "Start Game Enabled," which means that it runs the moment that the game is loaded. If you really don't want it to kick-start until leaving Doc Mitchell's house, then forego this method. Otherwise, it's best to have it start from the get-go, letting the game's code handle the necessary operations in your ESP record (the quest).
One more thing, FYI, keep in mind that quest scripts do have a built-in delay system. However, long pauses in-game (loading, etc) will queue quest-script cycles... these cycles will unload, at unison, whenever the "slow-down" period ends (loading screen ends, for example). This is okay when the quest delay is set to default (5 secs), but it's not so coolio when the delay has been manually set to a much higher frequency, and you've ended up with a gazillion updates in the queue.
O.