Fallout 4 Simple Fetch Quest Tutorial Chapter 12: Scripting Artifact Retrieval

Revision as of 16:35, 17 April 2017 by imported>Ravelabenergy
Fallout 4 Simple Fetch Quest Tutorial Chapter 12: Scripting Artifact Retrieval
Fallout4 Scripting Quest Tutorial Series, Chapter 12: Scripting Artifact Retrieval
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Note: This tutorial uses an Action-Reaction System.

Start up your Mod in the GECK

  • Open up your Quest
  • Bring up the Cell View windows

Note: This is only if the GECK isn’t running, and yes I skipped a lot of steps because we’re far into these tutorials!

Having accepted the quest, we now need to add a scene and dialogue for when the finds the object and has to return it to the NPC.

Now We’ll introduce a new concept: scripting for objects

START: PROCEDURE ADDING CODE TO AN OBJECT

 

Double-click the cell containing the object to be retrieved

In our case the object is the TeddyBear and it’s in BoSHoldingCellTut.

I adjusted the windows and zoomed up so you could see the Teddy Bear (lower left) and Ash Skow (upper right)

We need to add code to the teddy bear so when the player picks it up the Quest Stage # is updated to the retrieved index # (30)

 

Right-click over the Teddy Bear

 

Select Edit in the Pop-Up

 

Click Scripts (tab) > Add (button)

Note: You might need to scroll right in order to find the Scripts tab

 

Click [New Script]

 

Click OK

 

Enter a Name: for the script

I used AshSkowTeddyBear

 

Click OK

Recall I said when the player retrieves the TeddyBear, it updates the Quest Stage # to retrieved (30). But the Teddy Bear needs access to the AshSkow Quest Object, this is done via a property  

Click the Add Property Button

 

Select Quest as the Type: and enter a Name:

I used pQuest, for property Quest. The name is arbitrary, but subject to typical programming variable name conventions.

 

Click OK

 

Select pQuest

 

Click the Edit Value button

 

Select AshSkowQuest in the Pick Object: drop-down

 

Click OK

 

Right-click over the Script Name

 

Select Edit Source

 

Add the following code to advance the Quest Stage # to the retrieved index

Event OnActivate(ObjectReference akActionRef) pQuest.SetStage(30) EndEvent

 

File > Save to compile

Check that you get Compilation succeeded in the Compiler Output textbox

 

Close the Window

 

Click OK

END: PROCEDURE ADDING CODE TO AN OBJECT Picking up the Teddy Bear now updates the quest stage to 30 (object retrieved).

We now need d to tell the player the retrieve subquest (20) is completed, and display the new objective to return the object to the NPC (30)

 

Bring up the Quest and select the Quest Stages tab

 

Select the Retrieved Quest Stage Index (30)

 

Right-Click over Log Entry

 

Select New

 

Add a Log Entry, Designer Notes, and finally the Code to complete the previous objective (20) and to display the new objective (30).

Compile

Here is the Code:

SetObjectiveCompleted(20) SetObjectiveDisplayed(30)

 

Click on the Quest Objectives Tab

Make sure you understand why we completed Objective Index 20 and now display Objective Index 30

 

Go Back to The Quest Stages Tab

 

Click OK

Yes, we could have clicked OK in Quest Objectives, but I wanted you to see that the Quest Stage Index panel had updated.

Time to test.

 

File > Save

 

Run Fallout 4 and ACCEPT THE QUEST, then turn around.

Yes, many steps not shown, but you know the drill.

 

Get close to the artifact

 

Take (A) the artifact.

You’re done. Next we just have to add dialog & code where we give the artifact back to the NPC and end the quest.

 

Don’t forget to quit out of the game! (ALT-F4 for the PC Master Race)