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put a custom creature in game; triggering a light quest as finished


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#1
Valery

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Hello!  After spending a few hours reading the wiki, looking through youtube and this forum (and others) I cannot seem to find out what it is I am doing wrong. I know there is something I am doing wrong - I am also absolutely new to the toolset.

 

Basically, there is something that won't allow me to finish some sidequests i.e. I did what was asked, but upon returning to the questgiver, they act like I never did it and the plotmarkers are absolutely haywire in the area anyway etc. 

 

My solution (don't laugh) make an npc/creature I can talk to, which will trigger the quest as finished.

 

So, I make some basic dialogue, set the right plot-event, make a random friendly creature, add the dialogue, save everything; export.

I check out a random area (smithy in denerim) and place the creature, save, check in, export. 

 

That's as far as I got... any help would be greatly appreciated and I kind of require help with two things now.

 

1) the initial problem of the quest that won't tick off.

2) how to make a custom creature and put it in the game (because whether or not it is the right solution, I kind of want to know now).

 

Many thanks in advance!



#2
Sunjammer

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From the sound of it the are two likely causes: either the plot flag isn't being set correctly or the conversation logic isn't checking the right flag.

Which tutorial were you following? Does the quest giver's conversation just repeat the initial "greeting/quest giving" lines each time you speak to them? What conditionals and actions did you set in the conversation?

You may find it helpful to post a screenshot of you conversation with all the nodes expanded (that way we can talk about specific lines rather than things like the initial "greeting/quest giving" section).
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#3
Valery

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Many thanks for your reply!

 

About my creatureplacing: I was using the toolset wiki, which explains about making new creatures and about making dialogue. I looked at a few youtube videos too and looked around this forum, but most of the things talk about placing a creature in a new(ly created) area. They make an entirely new module from the looks of it - perhaps that is where I went wrong?

 

About the quest: it's in Denerim, the Crime Wave quest, specifically the Sneak_2 (Fistful of Silver is the name in game). The chests that contain the silver are marked with plotflags, however after looting the silver from them, the plotflags don't disappear and Slim never recognises me taking the silver. I'm at work now, so I will look into making screenshots once I get back home. 



#4
Sunjammer

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It would probably be easier just to run a script from the console rather than add a creature to the SP just to fix a bug.

#5
Valery

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@Sunjammer: probably, I'd have to make one first though - and for that I'd have to learn how to first.

 

Also, still not sure how to place a creature I made myself in the game.



#6
Sunjammer

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On further investigation I believe there is a console script that may help your situation, namely zz_dlc_debug. This script starts a debug conversation (with yourself) which allows you to "adjust" some of the "light content" (i.e. the rogues, warrior and wizard guild stuff). The script can be run from the console and then you should be able to select the following options:
  • Set up light content quests
  • B+E quests
  • I've finished the [first/second/third] quest
If that doesn't work then you can always try using the zz_toggleplotflag console script to manually toggle any of the plot flags to true (admittedly you'd have to work out what flags you need to change to get things working).

However if that still doesn't solve your problem or you have your heart set on inserting a creature into Denerim then I believe are three ways to achieve this:
  • PRCSCR: this the "correct" way to insert content into the SP but requires you to a. create an m2da fragment, b. write a script and c. create a plot; all in addition to creating your module, creature and conversation.
  • Console script: this would only require you to create a custom script to spawn your creature into your current game or just to start the conversation with yourself. Your creature and conversation would have to be exported and placed in an override directory so they could be used in the SP.
  • Area override: this is the "wrong" way to insert content and only requires you to add your creature to the original Denerim area, export the modified and place it in an override directory so that it replaces the version currently used by the SP.
Admittedly I almost always use the PRCSCR approach and the last one is an untested theory (at least for me).
  • MerAnne, luna1124 et DarthGizka aiment ceci

#7
MerAnne

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I'm not sure that I understand everything said here, but.... 

 

the Crime Wave quest with the silver bars has a known bug - I've never encountered it, but there is a mod that mentions fixing it.  I don't remember if it is Quin's Unofficial Fixpack or if it is a different set of fixes.

 

For learning to place a NPC, I would suggest starting with just about any area other than Denerim.  Denerim has a lot going on with so many quests and triggers in one area.  It is an area that is known to have lag and if you have mods installed that make changes to Denerim.....  After the PRCSCR is working, you can go back to Denerim if you want/need to.  The links that I liked for learning about PRCSCR are:

http://social.biowar...ndex.php/PRCSCR

http://social.biowar...cript_Templates

 

For placing a new NPC (among other things), the PRCSCR is the way to go as Sunjammer said.


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#8
Valery

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Many thanks for all your information and for all the offers of help! Once again at work, but if I get the chance tonight I'll definitely try all of these.

Also, I should really look into this script stuff, as it probably *is* easier to do once I get the hang of it than my faffing about with creatures.

 

I kind of wished I downloaded this toolset years ago, there is so much awesome stuff in here...

 

Thanks! :)


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