Difference between revisions of "Bethesda Tutorial Quest Aliases"

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imported>SLiesegang
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Note that we don't have to set the quest as a property this time around; every ReferenceAlias is aware of the quest that owns it, so we can access it with <code>GetOwningQuest()</code>.  
Note that we don't have to set the quest as a property this time around; every ReferenceAlias is aware of the quest that owns it, so we can access it with <code>GetOwningQuest()</code>.  


Now, setting a stage when an Actor dies is an exceedingly common task, so there's no need to make a specialized script for it. When you click the Add button to put a script on this alias, look for scripts that begin with "default" -- these are provided scripts that perform common tasks. They are generally named pretty descriptively, so you can guess what they do from what they're called. In this case, we want "defaultSetStageOnDeathAlias". In this case, we'll need to set properties for what stage to set, and we also have the ability to add a prerequisite stage if needed.
Now, setting a stage when an Actor dies is an exceedingly common task, so there's no need to make a specialized script for it. When you click the Add button to put a script on this alias, look for scripts that begin with "default" -- these are provided scripts that perform common tasks. They are generally named pretty descriptively, so you can guess what they do from what they're called. In this case, we want "defaultSetStageOnDeathRefAlias". In this case, we'll need to set properties:
* myQST: GSQ01
* preReqStage: <leave blank>
* StageToSet: 200


(By using default scripts, we can drastically decrease the total number of scripts in the game, which has benefits for memory usage. Since you're modding for a PC that likely has copious memory, it may be less of a concern.)
(By using default scripts, we can drastically decrease the total number of scripts in the game, which has benefits for memory usage. Since you're modding for a PC that likely has copious memory, it may be less of a concern.)
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