Help scripting a 'kill' quest (MW)

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Munty
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Joined: Mon May 01, 2006 3:40 am
Location: Littlehampton, UK

Help scripting a 'kill' quest (MW)

Post by Munty »

Hi I'm interested in helping with this project in whatever way I can so I've been playing with TESCS for the last week or so to see what I can handle. So far I've basically taken an old ESP of mine, shuffled it about a bit, fixed some bugs etc and added a little dialogue.

The problem I'm having right now is with a quest I've added that runs on a new island I've added between new NPC's and new creatures/items etc. You get the picture!

Anyway, The dialogue all seems to work fine, after a tutorial or two online I'm happy that I've got that part of it pegged. The problem I'm having is with the actual quest progression and because of where the problem is with the quest it's impossible to tell how much of the rest of the dialogue/quest actually works.

The problem is with the first part of the quest which involves killing 5 Horkers (new unique horkers). Now I had a bit of a guess at what I would need to put in the dialogue part of the CS to allow progression from this stage of the quest to the next (namely telling the quest-giver that the creatures were dead) I used similar conditions to those used when having or not having an item, except used the 'dead - unique horker - + - 1/0' format.

As I said, I couldn't find a tutorial on this specific quest type so it was a bit of guess-work but on testing I couldn't progress beyond 'Have you killed them yet? blah blah blah' If I say no, the dialogue works perfectly. If I say yes though (regardless of whether it is true or not) he simply repeats the question until I say no...

This leads me to think that maybe I need a script to follow the creatures and tell the game when they're dead and also update the journal (which I want it to do at this point anyway) but scripting is beyond me.

So that's my problem and I need some help! My showcase is here > http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=16316 with 2 ESP files attached to it. The quest is part of 'Munt_Isle.ESP' and may or may not work without 'Munty's_Stash.ESP'. As I said they were only ever meant for myself so the fact there are two of them matters very little to me! From looking over my progress so far they seem to be a little dirty but only from a few 'saves' instead of 'cancels' by the looks of it so nothing major.

Anyway, I want to get these ESPs up to speed before I try to contribute anything to TR itself (as self-learning if nothing else) and this quest is the last piece of the puzzle so any help would be great.
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Post by poiu »

You should make a new line of dialogue above the one saying: "have you killed the horkers?". Something like: "you've killed the horkers, here is your reward".
And under function/variable, there is a function to check for dead creatures. I don't know the exact name. It should be something like 'deadcount' or 'dead'. Then select your unique horker, and how much you want to be dead.
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Munty
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Joined: Mon May 01, 2006 3:40 am
Location: Littlehampton, UK

Post by Munty »

That's actually what I thought but it didn't work the way I'd hoped. It's all sorted now though, got a post in my showcase that told me exactly what I wanted to know. Thanks though!
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