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

Fallout 4 Simple Fetch Quest Tutorial Chapter 12: Scripting Artifact Retrieval
Fallout 4 Scripting Quest Tutorial Series, Chapter 12: Scripting Artifact Retrieval
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Note: This tutorial is written in Action-Reaction style — Headers are the action you have to do, and the pictures that follow depict the reaction (or result) of the Creation Kit.

Start up your Mod in the GECKEdit

  • 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 retrievedEdit

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 BearEdit

 

Select Edit in the Pop-UpEdit

 

Click Scripts (tab) > Add (button)Edit

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

 

Click [New Script]Edit

 

Click OKEdit

 

Enter a Name: for the scriptEdit

I used AshSkowTeddyBear

 

Click OKEdit

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 ButtonEdit

 

Select Quest as the Type: and enter a Name:Edit

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

 

Click OKEdit

 

Select pQuestEdit

 

Click the Edit Value buttonEdit

 

Select AshSkowQuest in the Pick Object: drop-downEdit

 

Click OKEdit

 

Right-click over the Script NameEdit

 

Select Edit SourceEdit

 

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

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

 

File > Save to compileEdit

Check that you get Compilation succeeded in the Compiler Output textbox

 

Close the WindowEdit

 

Click OKEdit

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 tabEdit

 

Select the Retrieved Quest Stage Index (30)Edit

 

Right-Click over Log EntryEdit

 

Select NewEdit

 

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

Compile

Here is the Code:

SetObjectiveCompleted(20) SetObjectiveDisplayed(30)

 

Click on the Quest Objectives TabEdit

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

 

Go Back to The Quest Stages TabEdit

 

Click OKEdit

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 > SaveEdit

 

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

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

 

Get close to the artifactEdit

 

Take (A) the artifact.Edit

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)