Bethesda Mod School: Quest Making 101 - Stages and Objectives

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  • เผยแพร่เมื่อ 22 ธ.ค. 2024

ความคิดเห็น • 15

  • @chemicalbacon5210
    @chemicalbacon5210 5 ปีที่แล้ว +21

    Timestamps
    0:00 - Overview/preamble
    1:20 - Senpai notices me/additional resources
    2:05 - What "quests" are, how they exist and how to use them
    5:15 - Filling in the quest name form (Quest name, Priority, Rewards, etc.)
    18:49 - Quest stages & designer notes
    24:25 - Making your quest start/setting up your worldspace
    37:10 - Quest aliases
    49:31 - Quest objectives
    52:42 - Fragment scripting
    59:10 - In game demonstration

  • @damianguerrero1564
    @damianguerrero1564 5 ปีที่แล้ว +9

    Man I ve been strugglin for two days trying to figure out how this works and I already know that you will teach me, not to do exactly what I want, but what I need to know to get there. So thank you in advance. As a father and gamer let me tell you that you are doing a really good job at keeping this rolling. God bless you and your family.

  • @sparegoblin
    @sparegoblin 4 ปีที่แล้ว +3

    A bit late, but I just wanted to say that I really appreciate the style of your videos in this series. I'm one of those people who are looking to learn and really understand what's being shown, rather than looking for quick info on the steps to do a particular task, and so the full explanations and discussion on each topic is really useful. Thank you.

  • @gilmoreja
    @gilmoreja 4 ปีที่แล้ว +1

    Thank you for making this series; I too learn better when I understand why things are done, so these have been helpful.

  • @candiedskull9841
    @candiedskull9841 4 ปีที่แล้ว +1

    I like Seddon's tutorials, but yours really click better for me. Because you explain so much, it's easier to understand how things work and what mistakes to avoid

  • @TMAC_burninator
    @TMAC_burninator 3 ปีที่แล้ว +2

    I appreciate the clarity of the instructions. I must be missing something, because even when I carefully set up a mod just like this one, I cannot get it to pop up on the screen or in the pipboy. I only know the quest ran because it gives XP when I walk through the objective.

  • @rakunn
    @rakunn 3 ปีที่แล้ว

    Thank you this is exactly what I need. An hour long, "the more you know" type of a tutorial.

  • @forstfroze
    @forstfroze 5 ปีที่แล้ว +2

    thank you for making this series!

  • @ChrisA399
    @ChrisA399 4 ปีที่แล้ว +2

    I used this method to start my quest mod, and it worked when I tested it. I continued building my mod and when I finally went to test it again it will not trigger the quest to start any more. I am beginning to understand why not that many modders make quest mods.

    • @kinggath
      @kinggath  4 ปีที่แล้ว +5

      Usually when a quest won't start its because of a problem with aliases. I recommend temporarily flagging all your aliases as optional, and check in game which ones didn't fill- those will be your problems.
      You can see which filled by running the console command:
      sqv yourQuestsEditorId
      It will list a bunch of stuff about your quest and you use the Page Up/Pg Down keys to look through them.
      The most common alias to fail to fill is a unique actor that you didn't stick in the world somewhere.

    • @ChrisA399
      @ChrisA399 4 ปีที่แล้ว +2

      @@kinggath That fixed it! Thank you ever so much, I was afraid I was about to lose a months progress.

  • @pigpuke
    @pigpuke 5 ปีที่แล้ว +3

    Quest priority is very important when quests initialize, Quests are intialized in priority order starting with Priority 0 and working up from there. This is important to make sure your priority is higher than any other Quest that it is dependant on, the big Quest where this is important is the WorkshopParent Quest. Settlement mods injecting workshops should make sure they have a higher priority than the WorkshopParent. While this isn't the only Quest where this is important it is certainly the most prominent as it has a large amount of data which is managed by Papyrus scripts which are sensitive to the order they are executed in. ie: The WorkshopParent needs to initialize before settlement mods try injecting new workshops.

  • @J.B.1982
    @J.B.1982 ปีที่แล้ว

    Thank you for doing this great work. I was always surprised and curious why the Creation Club stuff has zero effort put into quest start. Feels amateur, it's so bizarre.

  • @maksimnarrates1826
    @maksimnarrates1826 ปีที่แล้ว

    The trigger box not showing :( It's impossible to use Creation Kit.

  • @ZacharyRaman
    @ZacharyRaman 18 วันที่ผ่านมา

    I wish I could find a similar video on Quest Making but for Skyrim, as FO's CK and Skyrim's CK have differences. (Why did they remove Designer Notes !? God damn it Bethesda).