Skooma Competition-Quest worked, but needs tune up

Post » Sun Jun 22, 2014 3:58 am

So I tested to see if my CK in general was broken and it's not. Wormple as note, it was the voice type that unable the dialogue to show. Just thought to throw that out there :)

Anyway, back to the subject in hand, I tested this quest and it works; however, there's some slight changes I want to start on. As such, this quest is mainly about skooma competition. The NPC that the player will be helping becomes a sellsword to wipe out the other organization in the Ratway (Yes, this takes place at Riften in the Beggars Row) When trying to talk to the NPC, the merchant dialogue doesn't seem to appear. I also want to learn how it can appear even when the NPC doesn't have a designated sack for all the skooma the NPC carries; as such, a traveling merchant (because she becomes your follower after the quest)

Lastly, I want the quest to mark out all the thugs in the organization and not just one thug, which is the dealer. Would I have to label out each NPC on Quest SkoomaCompetition under properties of the script and then put this in:

Event OnDeath(Actor killer)
SkoomaCompetition.SetStage(20)
EndEvent

Or is there a specific encoding I need to use in order to let the quest know that all the enemy NPC's must be wiped out before going onto Stage 20?

Other than that, the rest is good. Fair warning, I made part of the Ratway a bit unpleasant. So If I decide to put this out there, and you have those kind of mods to where it allows killable children, nudity, and such, I made this area an actual drug domain. I think dark and I perform dark.

Cheers to all that have helped me with these two questions :)

User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Sun Jun 22, 2014 12:25 am

http://www.creationkit.com/Creating_a_Merchant Remember that you once again need a working voice type ;)

Give all your "Must Die" NPCs the same script. On that script make an actor property http://www.creationkit.com/Arrays_(Papyrus) containing all the NPCs.

Then put this in the script:

int iElement = 0int DeadPeople = 0Event OnDeath(Actor killer)   While iElement < MyActorArray.Length ; replace MyActorArray with whatever you called your array      If MyActorArray[iElement].IsDead()        DeadPeople += 1      endif      iElement += 1   EndWhile      If DeadPeople >= MyActorArray.Length        myQuest.SetStage(20) ; you need to set myQuest up as a property and fill it with your quest      endif

I think that would work.

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Lory Da Costa
 
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Joined: Fri Dec 15, 2006 12:30 pm


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