Fallout 4 Simple Fetch Quest Tutorial Chapter 9: Quest Startup

Fallout 4 Simple Fetch Quest Tutorial Chapter 9: Quest Startup
Fallout 4 Scripting Quest Tutorial Series, Chapter 9: Quest Startup
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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 the GECK by running the Bethesda.Net Launcher,Edit

  • Open up your Mod (as in Tutorial 3) then
  • Bring up your Quest

Yes I skipped a lot of steps, but by now you should know how to bring up your quest.

 

Click the Scenes TabEdit

What we’re going to do is set it up so that greeting the NPC starts the quest.


 

Double-Click on the Start Greeting text (Hi there! Can you help me find something?Edit

Now things get interesting. Your typicaltypicalThe general scripting process will go something like this: 1. NPC says dialog 2. At the end of the dialog you set a parent quest stage number. This is a number you have added within the Quest Stages tab 3. Add code to update and display new objectives.

Two important things to remember are:What you want to remember is that generally: ● NPC dialog updates Quest Stage #s ● Quest Stage #s update Quest Objectives

 

Click the Set parent quest stage radio button (near bottom middle in the Scripts section)Edit

  • Set drop-down list to the starting stage (usually 10)

Note: that the drop-down menu lists all the stage numbers you added in the Quest Stages tab.

This will make it so that after the NPC finishes her lines of dialog, the Quest State # will be set to 10.

Next, we must associate the code with Quest Stage 10

 

Click OKEdit

Click on the Quest Stages Tab

 

Click on the starting index (usually 10)Edit

 

Right-click on Log-EntryEdit

Keep index 0.

Index 0 means the quest has not yet been initiated.

When the game starts, you can think of your Quest as being at Index 0

 

Type [Enter] to keep Index 0Edit

Use the right-click New procedure to Add four more indices labeled 10, 20, 30, 40.

I’ll show you how to add code to the indices later, but for now you can think of the indices as corresponding to the following events:

0: Start of game, Quest Idle

10: Meeting the NPC

20: Accepting the NPC’s Quest

30: Completed the NPC’s Quest

40: End Quest

 

Click on the Quest Objectives TabEdit

This is where you set the labels the player sees as he or she progresses through the game

 

Right-click over the Objective IndexEdit

 

Select NewEdit

 

Enter information about this stage in the Log EntryEdit

  • Enter notes in the Designer Notes section
  • Add Code to set Meeting Objective # to Completed
  • Click the Compile Button

You’re free to enter whatever you want for the Log Entry and Designer notes. What matters is the code:

SetObjectiveDisplayed(10)

SetObjectiveCompeted(10)

If you typed this code correctly, you should get no error messages when you click Compile.

 

=(Optional) Click on the Quest Objectives tab=
 Now what did we just do? In the previous step, we added the code:

SetObjectiveDisplayed(10) SetObjectiveCompeted(10)

Objective Index 10 is associated with the Display Text: Meet Ash Skow.

This piece of code will display the following to the player:

Meet Ash Skow

Completed: Meet Ash Skow

Note: The first time SetObjectiveDisplayed is called, it will also show the Quest Name

 

Click the OK button to close out the Quest dialog boxEdit

  • File > Save

 

Minimize the GECKEdit

  • Start Fallout 4 & goto whatever room your NPC is in, if you aren’t there already

Yes, I skipped a lot of steps, but you should know how to do this by now.

 

Approach the NPCEdit

The greeting text starts.

 

Wait for the greeting to finishEdit

 

Wait for the Quest text to go awayEdit

Next, we’ll add code to go to the next objective if you agree to the Quest.

No problems so far? Getting confident? Next we’ll learn how to enable conditions for our quests, and that’s where things get a little hairy.

Just remember!

  • Dialog sets Stage #s
  • Stage #s execute objective displayed & completed code

 

Don’t forget to quit out of Fallout 4 WITHOUT SAVING OR QUICKSAVING, before going back to the GECK. You can stay in the GECK, you just have to quit out of Fallout 4 each time. If you save, then Fallout 4 remembers your Stage & Objectives (and you’ll have to into the coc to reset them)