Difference between revisions of "Talk:Bethesda Tutorial Quest Loose Ends"

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imported>Cplirby
imported>Catwheezle
(→‎Adding Objective Markers for dummies: just drag a map marker from the object window... or better still, use the existing ones.)
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: Hope that helps!--[[User:Catwheezle|Catwheezle]] 16:16, 26 February 2012 (EST)
: Hope that helps!--[[User:Catwheezle|Catwheezle]] 16:16, 26 February 2012 (EST)


::Thanks anyway but that still doesn't tell me how to put objective markers for m various quest stages and the instructions in the "Loose Ends" portion really doesn't explain it very well. Since never having put a quest marker on anything maybe that should have been discussed before the tidy up portion. Also looking through tutorial videos I don't think anyone has figured out how to mark a quest objective. I haven't seen one tutorial that covers it. Maybe we can get the author to say "okay, first open up GSQ01. next select tab "(what ever the tab is..that's howlost I am from the description), next click here or what ever comes next. Is there anyone out there that can simply break down adding minimarkers to the players map step by step????? {{Unsigned|04:32, 27 February 2012‎|Cplirby}}


Thanks anyway but that still doesn't tell me how to put objective markers for m various quest stages and the instructions in the "Loose Ends" portion really doesn't explain it very well. Since never having put a quest marker on anything maybe that should have been discussed before the tidy up portion. Also looking through tutorial videos I don't think anyone has figured out how to mark a quest objective. I haven't seen one tutorial that covers it. Maybe we can get the author to say "okay, first open up GSQ01. next select tab "(what ever the tab is..that's howlost I am from the description), next click here or what ever comes next. Is there anyone out there that can simply break down adding minimarkers to the players map step by step?????
::: In the tutorial, it tells you to go to a place where a marker already exists, and use that one. The reason for that (and the reason why you should do it whenever possible) is that you don't want two markers on the map at the same time, for the same place - it would look dumb. Two markers for a village? Why? You wouldn't want the village on your map twice. So, you add the village's existing marker (or in this case, the cave's existing marker). It also means if you have quests for that marker, they stack, instead of hiding behind each other.
 
::: If you really do want to make a new marker, go to the Object Window. Click "'''*All'''" at the bottom. Type "mapmarker" in the Object Window's search box, and drag the mapmarker you find into the Render Window somewhere. I was a bit baffled when I clicked the thing, because it promptly disappeared, but that was 'cos I had "snap to grid" turned on, and it snapped to below the ground. So, don't do that :P  Instead, rightclick your new "MapMarker" in the Cell View window, and edit it.
 
::: Looking at the settings of the existing Map Marker that they describe in the tutorial, it looks like you click the "Marker Data" tab, check the checkbox in there, give it a name, give it a type (landmark is the one they used, but there are several others, which I assume control what icon is used to display it in your map). If you want it to appear on epople's maps, check the "visible" checkbox. If you want people to be able to fast travel there, check the "can travel to" checkbox. I've no idea what the third checkbox there does :) In the "LocationRef Type" tab, they also seem to have selected "MapMarkerRefType" - so do that because it's probably important or something.
 
::: But yeah - most of the time, DON'T make a map marker. Use the one that's there already!
 
::: Was that any help? --[[User:Catwheezle|Catwheezle]] 02:00, 28 February 2012 (EST)

Revision as of 02:00, 28 February 2012

Compilation Error

"DungeonMarker.AddToMap() <- Will result in compile errors. If you do know how it would work, please tell how."

So long as you've defined "DungeonMarker", and it's of type "ObjectReference", this should compile. The tutorial said to do that before your edit, and as far as I can see, your edit breaks the tutorial, so I've undone it for now. If it turns out I'm wrong, please let me know.
-- Cipscis 21:27, 9 February 2012 (EST)

I don't understand how to do it. Right above is directed to the render window where the marker is in the world. Therefore i assume it is made into alias same way as Thief is, that is "Specific reference" and not "Create reference". Because isn't that the location we want quest to show in the main map? After that was done, i even tried opening "quest objectives" tab, and for stage 20, added new target ref for DungeonMarker to DungeonMarker. It came out with compile errors with or without that, which led me to check how other quests did this. And made the correction to wiki page as they instructed. --Zaflis 21:46, 9 February 2012 (EST)

If you follow the steps in the tutorial, I don't think you should get a compilation error:
- Add an ObjectReference property called "DungeonMarker" to the stage 20 script:
ObjectReference property DungeonMarker auto
- Select the map marker as the target of your new property
- Edit the rest of the stage 20 script so it reads as the example shown (don't remove your property, of course)
The script should compile in that state. Did you do something different, or are you getting a compilation error still? If you're getting an error, can you post the entire stage 20 script and the error the compiler gives you?
-- Cipscis 21:51, 9 February 2012 (EST)

Thanks, it is working now. Just took a while to realize that it didn't mean alias, but a manually made property for the specific script. --Zaflis 22:04, 9 February 2012 (EST)

Glad to hear you've got it working now :)
If you think the tutorial should be clearer in that part, and you think you could make it clearer, you can go ahead and reword it a bit.
-- Cipscis 22:51, 9 February 2012 (EST)

Adding Gold

I'm unsure why, but the line for adding Gold isn't working for me. Do I need to add Gold_001 somewhere as a property? --Roarian 22:42, 11 February 2012 (EST)

Yes, you do. Doesn't this section explain that?
If following that section isn't enough to get you sorted, could you please give a more detailed error report so we have a better idea of what might be going wrong for you?
-- Cipscis 15:25, 12 February 2012 (EST)

Killing Bendu

Thanks for Tutorial,Out of Order solution worked,But When Bendu is killed,It is necessary Thief disable,Because I can't drop Amulet.Please excuse my poor English. --Yazz 07:23, 13 February 2012 (EST)

Preview button doesn't function properly

The preview button has a bad habit of only playing the last sound recorded. It's kind of annoying.--Electrosheep 16:11, 24 February 2012 (EST)

Adding Objective Markers for dummies

Okay, I read the tutorial and I thought I understood everything until I got to the adding objective markers. It says to navigate to the reachWind exterior cell and I did that. It then says navigate to Quest stage ten. That statement alone makes me think that I open up my GSQBenduOlo'slasthope quest and select the "Quest Stage" tab. Am I wrong or right there? Next step says to create a new Object Reference (Not sure how to do that but I re-read the entire tutorial up to that stage and never saw anything specific to creating an object reference). Is there a thread anywhere that is simply dedicated to dummies that says step by step on exactly how to create objective markers for your various quest objectives/stages???

i.e. first open this. next click on this tab. next go screw your self retard becuase you're to stupid to mod

Step by step instructions that are laid out for retards. That's what I need. It's really the only thing I don't understand in the entire tutorial and the discussion thread confused me even more. Am I supposed to create a quest alias for the map marker??

A Reference is just any Object you've put somewhere. The difference between the two was covered back in basics, but probably needs clarifying.
While using the Creation Kit, there are two ways to make a reference to an object:
  1. Drag-drop the Object from the list in the Object Window, and drop it into the Render Window.
  2. Duplicate an existing Object Reference in the Render Window, with Ctrl-D, then change the type of that object with Ctrl-F.
Hope that helps!--Catwheezle 16:16, 26 February 2012 (EST)
Thanks anyway but that still doesn't tell me how to put objective markers for m various quest stages and the instructions in the "Loose Ends" portion really doesn't explain it very well. Since never having put a quest marker on anything maybe that should have been discussed before the tidy up portion. Also looking through tutorial videos I don't think anyone has figured out how to mark a quest objective. I haven't seen one tutorial that covers it. Maybe we can get the author to say "okay, first open up GSQ01. next select tab "(what ever the tab is..that's howlost I am from the description), next click here or what ever comes next. Is there anyone out there that can simply break down adding minimarkers to the players map step by step????? —The preceding unsigned comment was added by Cplirby (talkcontribs) 04:32, 27 February 2012‎
In the tutorial, it tells you to go to a place where a marker already exists, and use that one. The reason for that (and the reason why you should do it whenever possible) is that you don't want two markers on the map at the same time, for the same place - it would look dumb. Two markers for a village? Why? You wouldn't want the village on your map twice. So, you add the village's existing marker (or in this case, the cave's existing marker). It also means if you have quests for that marker, they stack, instead of hiding behind each other.
If you really do want to make a new marker, go to the Object Window. Click "*All" at the bottom. Type "mapmarker" in the Object Window's search box, and drag the mapmarker you find into the Render Window somewhere. I was a bit baffled when I clicked the thing, because it promptly disappeared, but that was 'cos I had "snap to grid" turned on, and it snapped to below the ground. So, don't do that :P Instead, rightclick your new "MapMarker" in the Cell View window, and edit it.
Looking at the settings of the existing Map Marker that they describe in the tutorial, it looks like you click the "Marker Data" tab, check the checkbox in there, give it a name, give it a type (landmark is the one they used, but there are several others, which I assume control what icon is used to display it in your map). If you want it to appear on epople's maps, check the "visible" checkbox. If you want people to be able to fast travel there, check the "can travel to" checkbox. I've no idea what the third checkbox there does :) In the "LocationRef Type" tab, they also seem to have selected "MapMarkerRefType" - so do that because it's probably important or something.
But yeah - most of the time, DON'T make a map marker. Use the one that's there already!
Was that any help? --Catwheezle 02:00, 28 February 2012 (EST)