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The Nexus Forums > Specific Games > Oblivion > Oblivion Modifications > File Requests/Suggestions
Vagrant0
As part of the large mod my team has been working on, I had wanted to create a prologue quest that would be released before the main mod, and allow the player to do a task which would eventually allow them access to the realm. Unfortunately I keep running into problems when it comes to making parts of the quest mod work, so have come to realize that I need someone more skilled to do the job. Most of the quest is already planned out and put together, however the ending sequence doesn't work no matter what is done. The ending sequence is supposed to have NPCs talking with eachother over a fairly large distance, and then going into combat, however it doesn't get triggered. I've already seen the pages at the wiki related to this, and tried many different things without any luck. To make matters worse, I recently made a mistake with the plugin, losing about 2 weeks of work fixing bugs and trying multiple different ways of making the event happen.

Essentially, I need to find someone who is skilled at dealing with quest mods, and who has done something like this to help me resolve the problem, or complete the mod. The prologue is standalone, so there is no large, complicated download to deal with. It also doesn't currently work well enough for anyone to use it, just incase someone wanted to offer help just to get a peak at the mod. I would prefer that only capable people respond to this. The work itself isn't very much, almost everything is already there, it just isn't working right.

This prologue is necessary for the project to continue, so it would be greatly appreciated if someone could get it working for us. Whoever does this is not obligated to work on anything else for the project, but may sign on if they wished to. Put simply, I'm trying to outsource a quest so that it can get done without me spending more time beating my head against the wall.
Vagrant0
No takers? The appreciation of a team not enough incentive to debug a quest mod? Or is it because there is nobody around who can do this sort of thing... Or even provide some help with making it work. wallbash.gif
jroin
Well..., I'd like to help.., But I think I can't do it..., only mods that I've made sofare are race and building mods (none released jet 'cous they ain't as good as I whant them to be..., jet).
ihateregisteringeverywhere
There are people like that "arrond" just not on this subforum. Then again there could be a few, but they might feel intimidated tongue.gif.
LoginToDownload
I know next to nothing about GameMode conversations...
nosisab
I can give it a try, the same base as before, sadly I can't grant full time participation in the whole project as I'd love to do. PM me if you are interested.

Vagrant0
Well, let me explain a bit better about what I need. Basically, when an NPC reaches a certain point he will say something. Once he is done saying something another NPC will say something. Once that second NPC is done talking, the first NPC will reply. The NPCs have a fairly large distance between them, so it isn't like setting up your usual conversation. It's really just making an NPC say something when a flag has been triggered, then having his dialogue change another flag which will start the next person talking.

However when I was putting it together, the method I used didn't work, so really what is needed is someone to rebuild that part of the quest mentioned like above and get it working. It sounds simple, and in time I could probably do it, however time isn't something I have a whole lot of, and there are other areas of the project where I really need to focus.
jroin
Don't know if I'm right, but can't you program a few timers.., that all will start at the same time but will trigger later parts of the conversation.

all timers are started by the same trigger but have different time sets.
Vagrant0
QUOTE(jroin @ Aug 15 2008, 11:24 AM) *
Don't know if I'm right, but can't you program a few timers.., that all will start at the same time but will trigger later parts of the conversation.

all timers are started by the same trigger but have different time sets.

That was essentially what the old system was, however either the timers or the dialogues being linked to them weren't working. That whole method was really just too complicated to be practical.
jroin
Well.., you could try "linking" all parts of the conversation together...

The end of Conv. 1 will activate conv. 2, the end of conv.2 will activate conv. 3......and-so-on

Conv. 1. will still be triggered by the PC entering a certain area.
Vagrant0
QUOTE(jroin @ Aug 16 2008, 07:48 AM) *
Well.., you could try "linking" all parts of the conversation together...

The end of Conv. 1 will activate conv. 2, the end of conv.2 will activate conv. 3......and-so-on

Conv. 1. will still be triggered by the PC entering a certain area.

Tried that, however didn't work at all. It would also probably force one dialogue to follow closly to the other since none of them are voiced and the silent mp3 is so short.

Also between this and several other scripts which don't want to work right, I'm frustrated to the point of where I just don't want to keep working. Knowing that someone else can have this part covered would relieve me of a fairly large burden and let me focus on other areas. It's like I can't even script any more.
QQuix
When Armand Christophe says a string of lines when the player first meets him, he uses the following script (removed some lines)

It seems that it could be easily adapted to different NPCs saying different lines in a row.
Also, InfoLength could be set to a hardcoded number of seconds for each line

CODE
ScriptName ArmandChristopheScript
. . .
Begin GameMode
    If LineSaid == 0 && ArmandStartSpeech == 1 && InfoLength == 0
        Set InfoLength to ArmandChristopheRef.Say TG01Armand1
        ArmandChristopheRef.SayTo Player TG01Armand1
        Set LineSaid to 1
        ArmandChristopheRef.PickIdle
    ElseIf LineSaid == 1 && InfoLength <= 0
; Same for line 2
    ElseIf LineSaid == 2 && InfoLength <= 0
. . .
Set LineSaid to 99
    EndIf

    If LineSaid > 0 && LineSaid < 99
        Set InfoLength to InfoLength - GetSecondsPassed
    EndIf
. . .
End



[EDIT] Just tried and it works. The NPCs where 1000 game units from each other. I used the following script attached to an activator:

CODE
scn aaaActivatorTestSCRIPT

short xLine
float xLineDelay

begin onactivate
    set xLine to 1
end


Begin GameMode
    If xLine == 1 && xLineDelay <= 0
        Set xLineDelay to 3
        NPC1.look NPC2
        NPC1.SayTo NPC2 aaaTest1 1
        Set xLine to 2
    ElseIf xLine == 2 && xLineDelay <= 0
        Set xLineDelay to 3
        NPC2.look NPC3
        NPC2.SayTo NPC3 aaaTest2 1
        Set xLine to 3
    ElseIf xLine == 3 && xLineDelay <= 0
        Set xLineDelay to 3
        NPC3.look Player
        NPC3.SayTo Player aaaTest3 1
        Set xLine to 0
    EndIf

    If xLine > 0
        Set xLineDelay to xLineDelay - GetSecondsPassed
    EndIf
End
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