Difference between revisions of "Bethesda Tutorial Quest Objectives"

→‎Trying it out: Added a note to make sure to start from a new game after adding aliases to a start-enabled quest.
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(→‎Trying it out: Added a note to make sure to start from a new game after adding aliases to a start-enabled quest.)
 
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{{WarningBox|If you cannot find "GSQBenduOlo" on the list, then go back to his base object properties and check if he has the Unique flag on. The list of Unique Actors will show only actors with "Unique" flag.}}
{{WarningBox|If you cannot find "GSQBenduOlo" on the list, then go back to his base object properties and check if he has the Unique flag on. The list of Unique Actors will show only actors with "Unique" flag.}}
{{WarningBox|On some computers, the "Reference Alias" window is so tall that you won't be able to reach the bottom of it to click the "OK" button.  To get around this, you can click back in the text box for "Alias Name" when you are all done editing and press the ENTER key on your keyboard.  This will save the work done in the window.}}


Hit OK to close this window. Right-click and select "New Reference Alias" again to open up a fresh new alias window. Put "Thief" for the Alias Name. Because the thief is not a unique actor (since it's created from a template), we have to use the Specific Reference fill type this time. Click the "Specific Reference" radio button, and click the large "Select Forced Reference" button to its right. We now have two ways of choosing the reference:
Hit OK to close this window. Right-click and select "New Reference Alias" again to open up a fresh new alias window. Put "Thief" for the Alias Name. Because the thief is not a unique actor (since it's created from a template), we have to use the Specific Reference fill type this time. Click the "Specific Reference" radio button, and click the large "Select Forced Reference" button to its right. We now have two ways of choosing the reference:
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=Setting Objectives=
=Setting Objectives=


Remember all of those <code>SetObjectiveDisplayed()</code>'s I told you ignore? This is where they come into play. Should the following NOT work for some odd reason, those are a safety net. They will do what this is supposed to do. I suggest doing both to have all the bases covered.
Remember all of those <code>SetObjectiveDisplayed()</code>'s I told you to ignore? This is where they come into play. Should the following NOT work for some odd reason, those are a safety net. They will do what this is supposed to do. I suggest doing both to have all the bases covered.


Go back to the Quest Stages tab. We're going to add some logic in here as the quest advances.  
Go back to the Quest Stages tab. We're going to add some logic in here as the quest advances.  
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=Trying it out=
=Trying it out=
{{WarningBox|Make sure that you start from a fresh game. Aliases that you add to a quest that is already running won't work properly, so if you load a game that you created with your mod active from before you added the new aliases, the new additions will not work. You can test from a fresh game without running through the Helgen escape by using the command <code>COC MixwaterMillWorkersHouse</code> from the game's main menu.}}
Now when you progress through the quest, your progress will be visible in your journal and you will have quest targets to the various plot points.  
Now when you progress through the quest, your progress will be visible in your journal and you will have quest targets to the various plot points.  


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