In Oblivion, scripts were running all the time, and so as soon as a condition was true, the script would act on it. Effectively, it was sitting there asking if the condition happened, over and over, until it did. Way too much overhead, so they got rid of that!
In Skyrim, they don't run until triggered by an event in the game. So I have to find an event that I can subscribe to. They didn't provide a "stage completed" event, as the quest script can create one - a script event - for when it needs to notify other quests. But that means editing their script, which I want to avoid, in case any other mod does it. Adding a Quest Fragment (a piece of script that runs when a quest changes stage) can only be done as a change to their quest. Again, something to avoid for the same reasons.
It may have to be started on entering the room (a change location event) with the right conditions (CoW quest running), and then test every few seconds to see if the quest stage is reached. The quest would stop if you get the robe, or leave the room without talking to Quaranir. In the latter case, re-entering would start it again.
Bottom line is that it's easy if I change the vanilla content, but that's bad because other mods can turn it all off (such as Unofficial Patches), and harder but safer to do it right.
I need to find out if I can make Nelacar a member of an additional merchant faction with its own chest to give him the new content, or whether the game only allows one active at a time. Adrianne in Whiterun is in two factions, but that controls selling inside and outside the shop, so only one is active.
This post has been edited by ghastley: May 13 2015, 07:01 PM
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Mods for The Elder Scrolls single-player games, and I play ESO.
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