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Showing results for tags 'objective'.
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Hi Modders,my name is Luca , and I'm looking for someone to help develop a small mod for Cyberpunk 2077. The idea is inspired by the quick navigation system from games like Need for Speed Rivals.In short, I'd like to implement a feature that allows players to quickly set a destination (such as contracts, main missions, side missions, etc.) without having to open the map every time. The idea is to use the directional buttons on the controller or hotkeys to automatically set a nearby objective. This would make navigation smoother and more efficient during gameplay.Since I don’t have experience in modding, I was wondering if you’d be interested in collaborating on this project or offering some guidance. I’m excited about this idea and would love to see it come to life in the game.Let me know if this sounds interesting to you! Best regards, Luca
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We've all wanted or needed to do something while playing Skyrim, but everyone, myself included, has at one point always forgotten what they wanted to do. Whether it's wanting to craft a new item after the current quest is over, travel to some piece of new land, or whatever the case may be, we always find ourselves forgetting simple things that we want to complete then remembering about them 5 quests later. That's why I've thought of the idea to be able to make custom "quests" so that whenever you want to do something you can simply log it and have it be a part of you quest journal. This would be fantastic for when you add a cool new mod that you want to check out, but soon forget about. A personal example of this is when I installed a new mod that added a cool new bow, but I never actually remembered to check it out until 10 quests into my gaming session. An example of his this could work : Once you open up your journal you will see a button that says "Add Custom Quest." You will then type in what you need/want to do, and/or the many various steps. You will then save the quest entry and have that be in your journal for whenever it's possible for you to complete it. I previously stated how this would help you to remember to check out a mod you recently installed, so say when you launch into your game after you install said mod, you could quickly create a quest reminder to check it out later. Unfortunately I'm not a skilled mod creator so I can't do this myself, however, I feel this is an incredibly valuable feature for any RPG to include. This seems like it would be rather simple to create as well so if any mod creator is reading this I would highly recommend adopting this idea and trying to create this mod. This could potentially become a HUGE thing for the community of Skyrim, and maybe be included in future Bethesda games as a highly useful feature. Other possible features: Be able to set reminders that allow you set a time for it to remind you of the custom quest. Another possible feature would be the ability for whatever you log to have a quest marker. This would probably only be available for simple items such as "Obtain a [item]" and then it will tell you possible location(s) of the [item]. Example Quest: "Obtain [Daedra Heart] for daedric armor." It would then provide a quest marker to somewhere like an alchemist shop. I assume this would be rather difficult to pull off, but it would increase the intuitiveness just that much more. Thanks for reading this and if you have any feedback or criticism it would be greatly appreciated!
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I'm having a little trouble with the quest "Proving Honor" of the companions questline. I've finished the quest and the entire questline a long time ago, but I've noticed that the last objective "Return to Jorrvaskr" is not marked as completed. I've tried using console commands to fix it, but I can't seem to get it working. setstage commands and setobjectivecompleted commands do not work at all for this quest, they seem to have no effect at all when I use player.sqs and getstage. The command resetquest places the quest back in to the active quests but the stages still cannot be altered. But, I've noticed that if I save and load the game, the quest disappears from the active quests and completed quests and no commands are able to bring it back. I do not have any mods at all. Is there anyway I can get the objective "Return to Jorrvaskr" marked as completed?
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Hi everyone, I'm making a quest mod. One of the objectives is to go to a cave I designed and to get special ore that is only found in that cave. Everything works properly however I can't seem to figure out how to advance to the next stage of the quest once all the ore is picked up. The bandits already mined the ore so you just have to eliminate them and grab it. I made quest alias' and everything. All I need is the objective to advance. I looked at the NN01 (Nirnroot Quest) and TGCrown but I can't figure out what exacally makes the quest advance. I know it needs globals but not sure how to make it work properly. Any help would be appreciated. Thanks!
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This was supposed to be a legitimate question to anyone out there with scripting experience but nearing the end of writing this lengthy post, after fleshing out my scenario to all of you and proof-reading what I'd written, I finally figured it out. The mistake is laughable and certain parts may also trigger peoples humor, that and this might actually be of some use to people who may encounter the same problems as me - is why I'm submitting a question, with an answer all by the same guy without edits. That seems so weird but without further ado, the original post: Hi all. I'm working on a practice mod to learn the basics of quests, dialogue and scripting. I have a quest, that so far, gives the player 2 objectives to complete at the end of some dialogue with an NPC. The objectives are like prerequisites (Obviously) :blink: for the next stage. But they're a bit... Weird. Well, one is. #1 I've never seen an objective in game that instructs you to "gain a level" and I'm struggling to find a way to complete "Objective Index 1" on a level-up event. I have an "NPC", a "quest", some "stages", some "objectives", some "dialogue", an "alias" pointing to the player and a "quest script". If I could write the script I needed in English, it would look something like this: #2 Even if I converted that into code it wouldn't work and would look something like this: #3 I get no errors compiling the above code. It doesn't work because it's not getting the event sent by story manager. That's understandable because I haven't told story manager to start this quest on level up and "I don't want it to start an already running quest up". Understandable, understandable. :huh: So I created a new "Silent" quest, QuestThePropLevelEvent, selected the "Increase Level" Event and added a new Branch/Quest to Story Manager, pointed it to the new quest and set some conditions. I then made a new script to go with the "Silent quest", with just this in it: #4 I thought, great, all I need to do now is set the stage of the other quest from here. <--- The True Moment Of Eureka and the point where I answered my own question I was going to ask "HOW THE HELL DO I CHANGE THE PROPERTY IN MY MAIN QUEST's SCRIPT FROM INSIDE THE SILENT QUEST's SCRIPT!!?? all friendly like. The thing is I don't need to change the property of my "Main quests script", that property shouldn't even be there, because that quest isn't receiving the event from Story Manager. Deleting everything in the "Main quest's script" and putting it all in the "Silent quest's script" should do what I am trying to do. To actually finish off what needs to be done to get this to work is: 1) Copy/delete the code from ThePropositionScript 2) Paste it into ThePropLevelScript 3) Point the property towards "QuestTheProposition" 4) Save everything and try it out in game And Kaboom! Everything works! Happy G :woot: Note: Checking whether the player had 5000 gold in their inventory was quite simple to figure out from the creation kit reference pages. Whether I'm doing it the most efficient way, is not likely but it's working. For anyone that wants to implement an objective similar to "Objective Index 0" in the above table, can do so like this in the #6 spoiler tags and anyone else interested in code or wanting to optimize it can read it too: #6 Note To Everybody Else Troubleshooting Code: Take some time to think about your code logically, even better from someone else's perspective. - Try and explain it, do a step-by-step, does it make sense? Can I make it more efficient? Do i even need to do it like this? - Things like that. Thank you to those who read this and Happy Modding :thumbsup:
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I've recently been losing track of the corpses/carcasses of the NPCs and animals I've been killing due to re-textures that make grass and foliage more dense. This becomes especially irksome when I'm involved in combat scenarios with multiple enemies of multiple types, because I'm constantly reorienting myself and losing track of things. I'm wondering if someone can either point out or create for me a mod that: a) shows a floating marker above the dead body (a non-intrusive, lore-friendly depiction of a skull would be nice) b) has settings to configure the duration of the marker (one to ten minutes, maybe) c) has settings to configure which NPCs/animals will have the marker above them d) has settings to configure the opacity of the marker (it would be a neat feature, but if it's too hard to do then don't bother lol) I have the latest Skyrim patch, the latest SKSE, and SkyUI.
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So I want to make an objective failed when the player is hit by the enemy (on this case, he is Keith). I've tried to create an alias to the player and then add a script to that alias. Here's the script: CK.com says that the number on the bracket in SetObjectiveFailed() is the position number of The objective. The first objective is read the note. The second objective is kill the enemy and the third is the objective above. There is no error when I compile the script, but on the game the script doesn't work. Someone else got any idea?
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Hi, does anybody know of a way to hide the pop-up display of the Objectives? I found these variables: fQuestCinematicObjectiveFadeIn fQuestCinematicObjectiveFadeOut etc... but setting them to either zero or high values doesn't seem to change anything. I also tried early and late load orders for the mod. I did read the page on Quest Objectives on the Wiki but the only I option I found there would involve changing every single quest.
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Hey all. Couldn't find any help with this anywhere, which is unusual because you'd think it'd be a fairly common question. Anyway, I'm having trouble with getting a quest to advance past a certain stage where there are multiple objectives. I'm working on a mod that adds several player homes, and there's a single quest involved where you have to find the keys to the front door of each house before gaining entry. The specific thing I can't figure out is how I mark the "key-finding" quest stage as completed once all the keys are found. You can grab the keys in any order since they're all part of the same quest stage (though separate objectives, obviously). Marking each objective as complete works fine, separately. But is there a script or other solution I could use to mark that entire stage as complete and advance to the next one once all four keys are found? I've added all the keys to a new FormList in hopes of figuring something out with that, but my modding capabilities and knowledge are very limited, so I'm not sure where to go from there, or if it's even necessary/efficient. EDIT - Even more details for clarification: Stage 20 is the stage I can't progress past. Objectives 21, 22, 23, & 24 are "Find key 1", "Find key 2", etc. Like I said, the individual objectives are marked as complete once I pick up the corresponding key, but once all are found, the quest isn't progressing past stage 20.
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Apologies if this topic/issue has been solved already. I've seen it raised in some posts from a few years ago but no solution or fix was mentioned. My issue is with objectives not displaying on screen where the banners/updates display. My quests are also not displaying in the pipboy when active (or completed). I have followed a number of simple quest tutorials from youtube and the Creation Kit wiki. They all basically cover the same points, and I've been following them spot on. The strange thing is, when I check the status of the quest I'm working on via console command it is clearly activating, advancing and completing. I even get the XP rewarded UI at the end. I've tried setting my Quest to None, Side Quests and Misc.I've tried quests that activate and advance via triggers and npc dialogue -- setting the stage. Quest stages are very basic/simple while using SetObjectiveDisplayed(xx) and SetObjectiveCompleted(xx).Aliases have either been Unique or Specific.Basic Objectives are setup -- have tried some with targets and without. I've also tested this quest issue in existing cells and newly created cells, no luck. Again, I've seen this issue mentioned online in a few searches but it seems quite uncommon and no solutions have been provided. Happy to share more info as needed, and any help is greatly appreciated. Has anyone run into this before?
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Apologies if this topic/issue has been solved already. I've seen it raised in some posts from a few years ago but no solution or fix was mentioned. My issue is with objectives not displaying on screen where the banners/updates display. My quests are also not displaying in the pipboy when active (or completed). I have followed a number of simple quest tutorials from youtube and the Creation Kit wiki. They all basically cover the same points, and I've been following them spot on. The strange thing is, when I check the status of the quest I'm working on via console command it is clearly activating, advancing and completing. I even get the XP rewarded UI at the end. I've tried setting my Quest to None, Side Quests and Misc.I've tried quests that activate and advance via triggers and npc dialogue -- setting the stage. Quest stages are very basic/simple while using SetObjectiveDisplayed(xx) and SetObjectiveCompleted(xx).Aliases have either been Unique or Specific.Basic Objectives are setup -- have tried some with targets and without. I've also tested this quest issue in existing cells and newly created cells, no luck. Again, I've seen this issue mentioned online in a few searches but it seems quite uncommon and no solutions have been provided. Happy to share more info as needed, and any help is greatly appreciated. Has anyone run into this before?
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Hi, I have made a quest (using the creation kit) that works very well, but the objective markers don't show. When the stage changes, the game displays the text properly though. In game, I have used the SQV command and it returns this: REF 'Thief'->NONE and the same for the other actors. I've been carfeul to follow the steps in the Bethesda tutorial "Quest design fundamentals" (as I'm brand new to modding). I created the aliases and set them as targets in the Quest objectives tab. I just can't see what I did wrong. Do you have any ideas ?