Difference between revisions of "Bendu and S M Nodes"
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''''Or, a Brief Walkthrough Hooking the Bendu Quest onto the Story Manager.'''' | |||
==Introduction== | |||
This is a walkthrough of the procedures in starting the BenduQuest through the Script Event node. Choosing the Script event as opposed to the other events on offer is preferred as it is much more versatile, and less buggy. | |||
Requirements: | |||
*Completion of the "Intermediate Quest Design" series with particular focus on the [[http://www.creationkit.com/Bethesda_Tutorial_Story_Manager Story Manager]]. | |||
*Having a working copy of the Bendu Quest that will start by Startquest command through the console or with "Start Game enabled" checked off. | |||
*A brief look at the [[http://www.creationkit.com/SM_Event_Node wiki description of the topic]]. | |||
(Seasoned stagers can bypass the above and transpose just the methods to their own works) | |||
* | *Load up the quest and navigate to the Keyword entry under Miscellaneous in the Object Browser. Right click somewhere in the RH pane, New, and type the name of a keyword, in this case: GSQ01Keyword. | ||
*From the Character entry choose SM Event Node and double click on Script Event. Right click and create a new Branch node. It will be stacked by default. This will appear below all other entries. I gave it a name of GSQ01BranchStart. | *From the Character entry choose SM Event Node and double click on Script Event. Right click and create a new Branch node. It will be stacked by default. This will appear below all other entries. I gave it a name of GSQ01BranchStart. | ||
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*Right click on the GSQ01Start node and select Add Quests. Choose GSQ01 from the list. Then select the newly created quest node, right click it, and choose Edit Quest. | *Right click on the GSQ01Start node and select Add Quests. Choose GSQ01 from the list. Then select the newly created quest node, right click it, and choose Edit Quest. | ||
*This will bring | *This will bring up the quest tab, which is quite a useful shortcut, actually. Select the Quest Data tab and from the event drop-down list choose Script event. Notice that the Start Game Enabled box is now greyed out. Now Ok out of all windows back to the main CK window and save. | ||
Ok out of all windows back to the main CK window and save. | |||
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{{ProTip|<nowiki>One drawback of opting for "well used" objects like doors as activators, is that Papyrus will log those events more often. | |||
One drawback of opting for "well used" objects like doors as activators, is that | Also, the quest is being started unnecessarily every time we use the door during the quest. See bugs. For the sake of Papyrus logging, we can attempt to add conditions like GetStage GSQ01 == 0 on the nodes, but in practice they fail.</nowiki>}} | ||
Also, the quest is being started unnecessarily every time we use the door during the quest. See bugs. For the sake of Papyrus logging, we can attempt to add conditions like GetStage GSQ01 == 0 on the nodes, but in practice they fail. | |||
*Open up the Scripts tab and select QF_GSQ01_01000D62. Click the Properties button to add two new properties: | *Open up the Scripts tab and select QF_GSQ01_01000D62. Click the Properties button to add two new properties: | ||
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endif | endif | ||
endFunction | endFunction | ||
*Save it and exit: let's review we have done so far. | |||
[[Image:S_M_Node.jpg|900px]] | |||
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EndFunction | EndFunction | ||
Save the scriptBasically ready to go | |||
== Notes == | == Notes == |