The Fetch Quest, Game: TES IV: Oblivion. So this tutorial will be about how to make one of the most basic types of quests we can find in any Bethesda game: the Fetch Quest. We've got an NPC whose valuable item was stolen, and now it's our character's job to fetch it back.
The very first quest I ever wrote, way back in 2016, was a fetch, and it's because it was one of the only quests which included
a video I could watch.* I knew absolutely nothing about using the Oblivion Construction Set folks, absolutely nothing beyond renaming an item, or making a chest not respawn anymore. I mean, I'm a dummy gamer who used to put tape on her TV to simulate the compass being removed. Yet here I was, with this grand idea to start adding content to one of my character's games.
*
Note: that video features a "kill" quest, not a fetch quest, but a lot of the same steps still apply. Only real difference is the main script which gets associated with the actor-to-kill, and also the fact that the guy in the vid creates two NPCs instead of one. I will eventually write up a kill quest, for those who want it.This tutorial assumes you have used the CS before, and have some basic knowledge about how to get around: how to use the Object, Render, and Cell windows, and how Beth has their main toolbar set up. If you've never used the Construction Set before yet want to learn,
here's a video you can watch about the basics of making an NPC. It was made by a teenager, but believe me, this is one of the better ones I've found.
Bethesda also provides their own starting classes, and there are also classes over at
TES Alliance. So if you've never used the CS before, I encourage you to watch and read those first, because I'm going to just jump right in, here.

Still, this tutorial does start with a few basic instructions, just because it's the very first one in this thread.
--------------------------------------
1). Open the TES4 Construction Set. Several windows should pop up: the Object window, Cell window and Render window. There is also a main window, which will be beneath all the others, and it's the one with the typical "File", "Edit", "View" (etc.).
Go ahead and organize the Object, Cell, and Render windows to your liking. These three windows can be pulled and stretched this way and that, so that they are nicely laid out side-by-side or above/below each other, while the main toolbar window always stays beneath the others.
Left-click on File and then move your mouse pointer over where it says Data. Left-click on Data. A panel will pop up, listing Oblivion.esm (which is the vanilla game, basically), any DLC you've got, and any mods you've installed in your Data folder. Go ahead and double left-click on Oblivion.esm, and then click OK.
Now, if you've got some mod you're already working with, this process is different. In such case, you're going to double left-click on that mod (so an X shows up next to it), and then move down to the button which allows us to Activate that mod. Once the mod you're working with is Active, click OK. You can also simply double right-click upon that mod. The X should show up, and then you press OK.
It can take awhile for the Construction Set to load up.
2). OBJECT windowFirst thing we're going to do is make an NPC, a chest, a key, and an object to fetch.
For my first fetch quest, the object to fetch was an amulet. Go ahead and make all of these things. If you need to, you can dance around some of the steps found in either of those videos I linked above, or you can delve into Bethesda's site, also linked above, to get these objects made.
In most cases, you can simply edit something Bethesda has already made, rather than starting from scratch. Editing something pre-made will make sure all the content Bethesda has already added (such as icons, animations, generic dialog, etc.) also gets added to your key, your chest, your NPC, and your object-to-fetch, which means less work for us.
As you make all these objects, editing from stuff already in the game, the CS will ask you if you'd like to save each each object as a New Form? And you'll always click on "Yes." This will create these objects as unique items, rather than overwriting stuff already in the game. You definitely DON'T want to be overwriting things which are already in the game. In a moment, I'm going to go into more details about the items we're going to need.
NOTE: and this is very important. When you edit a Bethesda NPC, you want to make sure to edit one found in the base game, NOT Shivering Isles. Editing a Shivering Isles NPC will confuse the game's engine, making any text you write for that NPC not show up in the game! If there's any confusion about whether an NPC is from the base game or not, go ahead to www.UESP.net and find that NPC. Make sure he or she is not from SI.
... It is also important to edit a named NPC, such as Samuel Bantien, rather generic one, such as a marauder or a bandit. Editing generic people is okay if you're going to make your own generic, but if you're making somebody who is named (and therefore unique) it's less work if you begin with somebody who is named.
You'll want to get rid of any AI, Factions, or scripts associated with your edited NPC. For instance, if you've edited a guy whose everyday life has him walking, sleeping, and eating in the Imperial City, that's exactly what your edited NPC will try to do if you don't get rid of his/her AI. When you find the guy in-game, he'll probably be walking out of the cell you put him in! ...
... So click on your edited NPC's AI button, then right-click on any AI packages you find in the AI Package List. Delete all of these. Also, look at the NPC's Aggression rating. For most ordinary town-dwelling people, this rating is going to be set at 5. If, for some reason, Aggression is set much higher than this, if it is over 40 for instance, you'll want to change this to 5.
... To get rid of Factions, click on the Factions tab (which is right between Stats and Inventory). Right-click and Delete any factions listed. We can also add factions, if we want our NPC to be allowed into certain restricted areas, but that's for another tutorial.
....Getting rid of scripts will be discussed later during step 10b, assuming your object actually has a script. Not all objects do. So if you don't know how to do this yet, I will show you later.
Tip: When making items, NPCs, and so on, it's always a good idea to put "aaa" in front of any name you make, when you're giving these items ID names or Reference ID names. So if you make a key, you can call it aaaDungeonKey. This will cause your key, or any object or quest, to get placed at (or near) the very top of any list in the Construction Set, GECK, or Creation Kit.
For this tutorial, I am making aaaDungeonKey, aaaDungeonChest, aaaLostAmulet, and aaaBob. aaaBob will be my starring NPC quest-giver. You don't have to choose these names exactly, but those are the ID names I am going to use, and you can substitute your own ID names.
2a).
CELL + RENDER windowsPlace the chest into some dangerous cell, if you like. Or you can opt to choose a non-dangerous cell, if you'd just like to see your quest work, without needing to deal with combat & exploration. Either way, choose a cell in the Cell window's left panel, so that it shows up in the Render window. The cell you've chosen will probably be too far away to see. To get in there, you can double left-click on any item in the right side of the Cell window, a barrel or a wall or whatever, and this should get you closer into that cell.
2b). Left-click anywhere into the Render window, then tap A on your keyboard so you can see!
If you're not sure how to navigate around the Render window, a good description of mouse & keyboard commands can be found here, in the box right under "Introduction." 2b). Find a spot where you'd like your chest, then press F so that it falls to the floor, or on some surface you'd like it to be. Though it might seem like this chest is going to be easy to find, since we're the one putting it in some dungeon, oftentimes once we're back in-game you might be surprised how often your own content might take some searching for!
Note:
Working in the Render window can take lots of practice. If you're having trouble selecting your chest, rather than a wall or some other dungeon feature, sometimes it helps to get really close to your chest (or any object you'd like to move) with your cursor. Double-click on it until you see its Reference panel pop up. If you've got your chest selected, this panel will list the chest's name in its Base Object slot. Use the mouse wheel to zoom in and out to get closer or farther. If you need to move the entire cell, you can hold down your mouse wheel while moving your mouse. This will to cause the entire dungeon to move, until you can position the cursor where it can grab the chest properly. Once you've got your chest selected, your cursor will turn into a + sign, with pointers on it. Now you can left-click on your chest, hold this button down, and move your chest around by itself.
The set of mouse & key commands I just linked to really helps with object movement; here is that link again. If you accidentally move something you shouldn't move, clicking ctrl + Z is the way to get it back to where it should be. Note 2:
If you've got any mods in your game which change dungeons, there's always a chance that your mod won't necessarily conflict with the dungeon-changing ones, but you might find some odd things happening once you're back in the game, and in that dungeon. I once modified a cave, added my own enemy into this cave, only to find that enemy was dead by the time we got there. Why? Because a plug-in I've got called Fighters Guild Quests added about fifty mudcrabs into that same cave! 3). Once the chest is in its proper cell, double-click on it in the Render window, or right-click > Edit on it in the Cell window. This will open up the chest's Reference panel. Now click on the Edit Base button, and drag the object to fetch, whether you've chosen an amulet or something else, from the Object window into the chest's inventory window. Make sure the damn thing (the chest) doesn't respawn, by making sure Respawn is not toggled. Click OK.
4). You should be seeing the Reference panel for the chest, again. There are four tabs on this panel: 3D Data, Enable Parent, Ownership, and Lock. Go to the Lock tab, and toggle 'Locked' on. Make the lock's Level whatever you like, from "Very Easy" to "Needs a Key." We can have the NPC we made give us the key we made, and we can make it so that it will fit this chest (optional)*. Toggle the Key bar, and search for the Key that you made, aaaDungeonKey, or whatever. THIS KEY will open this chest.
* All of that key stuff is optional, because sometimes it doesn't make sense for the quest-giver to magically have the very key that opens some chest far away, but we're just learning here, right?
5).
CELL windowPlace the NPC in a friendly cell, such as Bravil's Silverhome-on-the-Water (which will be called BravilSilverhomeOnTheWater in the Cell window).
> An optional step is to give him or her appropriate AI packages, Faction, Class, etc,
following steps found in this Beth tutorial. We don't absolutely need to add AI, but if we don't, the NPC will simply stand wherever he or she was placed, and never go anywhere. This might be okay for our purposes now of course, but in the future, we can add all these things to make our people more dynamic.
Go to the CS's main toolbar and click on the SAVE icon. Keep saving, too. If you're editing Oblivion.esm instead of a mod, the CS will want you to save your work as an .esp file. And the cool thing is, you'll now get to name your own .esp!
6). Click on the Q button (on the Construction Set main toolbar). This is the Quest window where quests get made. We'll be clicking on this button a lot, of course.
7a). QUEST DATA tab
Right-click on the Editor box, and give your Quest a unique name, starting with aaa if you want it to show at the top of the list. For this tutorial I am calling my quest aaaFetchQuest1, though you can call yours whatever you'd like. Also, give the quest an actual name in its Quest Name slot. This name is what will appear in the game's quest journals.
7b). Priority can be medium-high. 60 is good for right now, though for other quests this number can vary quite a lot. Toggle "Start Game Enabled" on, if it's not already toggled on.
7c). Now, look toward the center of the Quest Data page, where the Quest Conditions box is. Right-click > New into the main white portion of this box, or click the New button at the bottom-left. By default, the CS will display the GetDisposition function, but we don't need GetDisposition.
7d). Go to the scroll-bar next to the New button, and search for (or type in) GetIsPlayableRace. As you type, the CS will fill in what it thinks you're looking for, so you won't have to type in that whole function.
7e). Ignore Function Parameters, but make sure Comparison is ==, and Value is 1. So altogether, in the Quest Conditions window it will say
GetIsPlayableRace NONE == 1. This is what the game uses to make sure only
playable races (wood elves, Khajiit, Redguards, etc.) can get this entire quest.
7f). Follow all the steps from 7c to 7e, except this time we're going to add
GetPlayerInSEWorld NONE == 0. This function makes sure the player/character is not in Shivering Isles, which the CS refers to as SE World for some reason.
Again, here is what you should see in the Quest Conditions box...
GetPlayerInSEWorld NONE == 0.00 AND
GetIsPlayableRace NONE == 1.00 8a). QUEST STAGES tab.
Right-click in the Index box, and select New. The number 0 will show up, and we're going to just leave it there.
8b). Now right-click > New four more times, but type numbers for each of these four. Altogether, I am choosing 0, 10, 20, 30, and 100. These numbers don't have to be exactly 0, 10, 20, 30, and 100, you can use whatever numbers you'd like, but always make sure there is some numerical space between whatever numbers you add. Don't just put 1, 2, 3, 4, etc.. Doing this makes it impossible to add content in between these stages, if you need to go back later on and add some more, you see? Sometimes you will have a couple stages, but then think of more content which should go
between these two stages, see?
Anyway, three of these five indexes will include text which will show up in our Current Quests journal, as the quest updates, making that drum sound. *
Doooon!*
8c). We're not going to touch Stage 0 at all. It is more like a pre-stage, which exists as soon as the game starts up.
8d). Click on Stage 10, and right-click > New into the top Log Entry box. Doing so will open up the box below it (which is also called Log Entry) which is where all those nifty quest updates get written. But don't do anything else here. There should be the word EMPTY in the top Log Entry box. Just leave it like this.
> During Stage 10, the NPC greets our character, and will be telling us about his/her missing item, laying it all out there. If the player decides they don't want to hear the NPC's spiel (in other words, if the player backs out of conversation during, or just right after the NPC greets us), it would be silly for the quest to update. We should be able to back out of greetings without quest updates, otherwise it feels like the quest is railroading us.
(Better Cities quests are famous for railroading!) 8e). The next stage (20) will be a true quest update that will put information into your in-game Current Quests journal. This update pops up only if the player clicks on the NPC's Lost Item topic though, after we have listened to the NPC's initial greeting, and decided to help him or her. We haven't written this topic yet, but we will. So go ahead and right-click into the top Log Entry box. Now left-click into the central Log Entry box, and start typing your update. "I have met a desperate man who seems to have lost his amulet"... etc.
8f). The next index (30 in this case) will need some text explaining that we've found the lost item. "I have found the item that was stolen from Bob"... etc.
8g). The final Index (100) can have text stating what has happened altogether, now that the entire quest is over. "I have found the magic amulet stolen from Bob, and have returned it to him," or whatever. Make sure to toggle Complete Quest on for this one.
8h). Add a script into Stage 100's Result Script box, which says ...
StopQuest aaaFetchQuest1 If we don't add this, the game's engine will try to read any scripts associated with this quest over and over forever, which causes unnecessary bloat.
9a). TOPICS tab.
So we're in the Topics tab, and here is where the bulk of PC/NPC dialog gets written. Right-clik in the Editor ID box and select Add Topic. Look for GREETING, and press OK once you've got it highlighted. The slot for Topic Text will now also say GREETING, and we don't want to change this.
...Notice we skipped over the Quest Targets tab. This is the tab in which we can add targets, which show up
green and
red on our compass once we're back in game. I rarely use targets, personally, I'd rather search around, and not be hand-held, when it comes to missing items and such. We can also add map markers too, which I use more often, but for now let's skip this tab.
9b). Now, make a second Topic, and we can give this one a unique name, such as aaaLostItem. You'll want to right-click into the Editor ID box, select Add Topic, and then right-click > New into the Select Topic panel. Type in your topic ID name .. aaaLostItem,* or whatever. Click OK.
In the Topic Text slot it will now say whatever you typed, so if you did type aaaLostItem, this is what it will say in the Topic Text slot. Go ahead and change this to plain English: Lost Item instead of aaaLostItem. The reason is, the words in this slot are what we're going to see in-game, alongside other topics such as Bravil, Rumors, etc.
*
If you've already called your amulet, or ring, or any other item "aaaLostItem" the CS will inform you that you can't make multiple objects have the same name, and it'll automatically name your topic aaaLostItemDUPLICATE, instead. This is fine. Your topic will still work, its ID name will just be not very aesthetically-pleasing to look at here in the Construction Set. 9c). Click on GREETING in the Editor ID. Now, in the Info box (right beside the Editor ID box), right-click, and select New. A dialog panel will pop up with a bunch of features on it, but we're only going to use the very top box for now, which is called Response Text. This box is where we can type an NPC's dialog. So now's the time to get creative, and add some text. Something like "Hey, you look like a capable adventurer. I need your help to find my missing item," or whatever.
9d). Optional: If you like, you can change the Emotion Type scroll-bar from Neutral to any of six other emotions. And there's also Emotion Value, which defaults on the number 50. This is what changes the look on the NPC's face as he/she is speaking. Zero means there is no real difference from Neutral, while 100 will make his/her face look extremely sad, extremely happy, and so on. Numbers in between 0 and 100 can be chosen so that the NPC looks somewhat happy, sort of fearful, etc.
9e). Click OK. The panel will close, and you should see your text in the central box, which is called Response Text.
>> The cool thing about adding our own words is we can go into as much, or as little, detail as we'd like. We can eventually add our character's name directly into dialog, too.

If you run out of space to add text, just Click OK, and then right-click > New into the Response Text box (where our first block of text has now been added). An empty Dialogue panel will pop up, so now you can add more dialog.
9f). Look to the middle-right of the Topics page; here you will find the Add Topics box, right above Choices. Right-click into the to the Add Topics box, and find aaaLostItem, or whatever unique ID you added before. Select this, and click OK.
9g). Now we're going to use the Conditions box, located near the bottom of the Topics page. Right-click > New into this. By default, GetDisposition shows up in the Condition Function scroll-bar. Click onto this scroll-bar and search for GetIsID. This is probably the most popular function of all, because it's what the game uses to search out of thousands of people. GetIsID will narrow this search down to just one NPC, so that
only your NPC will say the things you want him or her to say.
Click on the Function Parameters button, which currently says INVALID. A panel will pop up. Find the name of the NPC who you created earlier in the scroll-bar. For me, this was the silly name of aaaBob. Click OK.
Comparison should be
== and Value should be
1. So altogether, we will wind up with
GetIsID "aaaNPCname" == 1, with aaaNPCname being the name of your quest-giver.
9h). Right-click > New into the Conditions box again, follow all the steps in 9g, but this time, search for GetStage in the Condition Function scroll-bar. Clck on the Function Parameters button again, and Look for the ID name of your quest, aaaFetchQuest1, or whatever you called it. Comparison should be
< and Value should be
10. We'll need to type in that value of 10. So overall, it will say
GetStage "aaaFetchQuest1" < 10.
So again, you should have two conditions now....
GetIsID "aaaNPCName" == 1 AND
GetStage "aaaFetchQuest1" < 10...and these will ensure that only your quest-giver can deliver the opening greeting, and he/she can ONLY do this if the quest's stage is below 10.
9i). In the Result Script box, we're going to type our second script (yaah fun!). Left-click into this box, then type ...
Player.SetStage aaaFetchQuest1 10 What this means: once our character is greeted by the quest-giver, the game's engine will be commanded to move the entire quest to Stage 10. By doing this, it means our NPC won't keep giving us the same "Hey you look like an adventurer" greeting over and over, every time we initiate a new conversation with him or her.
9j). Go back to the tall, rectangular Editor ID box, and click on GREETING. Let's add a couple more GREETINGS: one which will show up if we go back to this NPC, but don't have his / her lost item yet ("You're back, but where is my amulet?"), and one which will show up after we found this item ("I knew you could do it! Huzzah!"). Both responses should have the same GetIsID as the first GREETING, but the second GREETING should have
GetStage "aaaFetchQuest1" == 20, and the third should be
GetStage "aaaFetchQuest1" == 30.
The third greeting (when we have found the lost item, and bring it back to the NPC) should also have a Result Script which says ...
player.SetStage aaaFetchQuest1 100 ... which is the final stage of our Fetch. Type that into the Result Script box.
9k). Now go to the unique topic you created earlier, highlight it, and then right-click > New into its Info box. We'll type in something like "Yes, I lost my valuable amulet, and I have reason to believe it is in X location..." If you like, you can make sure your NPC looks ultra sad or disgusted when this gets said!
9l) In the Result Script box, add
Player.SetStage aaaFetchQuest1 20. If we want to have the NPC add that key at this moment, press Enter after adding the SetStage script, and then type
player.AddItem aaaDungeonKey 1 right below the SetStage script. This assumes you called your key aaaDungeonKey, of course. If you named it something else, you'll want to type this exactly. The number
1 denotes the number of keys the quest-starter gives to us, so we can add one key, five keys, ten keys.... we only need one though, of course.

Try not to bloat your game with unnecessary content
9m). Again, the Conditions for aaaLostItem's dialog should be the same GetIsID used before, but also add [b]GetStage "aaaFetchQuest1" == 10.
Tip: In the future to make this process simpler, you can also go back to the very first GREETING, right-click anywhere in its Conditions box, and then select Copy All Conditions. Now go to the aaaLostItem topic, right-click into its Conditions box, and select Paste. All you'll need to do now is make sure to change the GetStage comparison, which is
<, to
== so we've got
GetStage "aaaFetchQuest1" == 10 instead of GetStage "aaaFetchQuest1" < 10.
You can keep pasting those same conditions over and over again, which is mighty convenient. Just make sure to pay attention to which stage you're trying to match dialog for, and make sure Comparison matches up with what you're trying to accomplish. Once you're back in the game, and you KNOW your NPC should say certain things at certain times, but he or she is not saying them, oftentimes it'll be a simple mistake made with Conditions. The dialog will be in the CS for instance, but your NPC is being commanded to say this dialog before Stage 10, when he should say it during Stage 10.
[/b]9n). Now go back to the second GREETING. This is the greeting the NPC says if we return to him or her, without finding his/her amulet, yet. The Conditions here will be
GetIsID "aaaNPCname" == 1 AND
GetStage "aaaFetchQuest1" == 20 If we want our NPC to be extra pissed during this moment, you can make his Emotion Angry or Disgusted. You can also toggle Goodbye on, so that he or she won't even talk to us further, until we've got that stupid amulet back!
9o). Now to the final GREETING, which the NPC says after we have fetched the item, and returned it to him or her. "Oh, you are so wonderful!!!..... bla bla bla." We're going to be at Stage 30 when this happens.
Under Result Script, type
Player.SetStage aaaFetchQuest1 100 so that everything moves from Stage 30 to the final stage of 100. You can also add or remove whatever you'd like at this point. An example is: you can add gold, and remove the lost item. To do this, here is what should go in the Result Script box for Stage 30.
Player.SetStage aaaFetchQuest1 100
Player.RemoveItem aaaLostAmulet 1
Player.AddItem Gold001 100Those scripts will bump the quest to Stage 100, remove the amulet (or other lost item), and award the character with 100 gold. Neat, eh? Another option: those last two scripts (the RemoveItem and AddItem) can instead be placed into the Quest Stages tab's final Stage of 100, in its Result Script box. You can cut those two scripts, and paste them into Stage 100's Result Script box. Doing it this way is actually better, because the item we remove and gold we add will get removed and added
after the NPC finishes this final dialog, rather than during this dialog. The whole scene is less distracting this way.
9q). Click OK, closing out the Quest window, and save your work.
...So, we've bumped from Stage 0 to Stage 10 via dialog. We've also bumped from Stage 10 to Stage 20 using the NPC's words, and from 30 to 100. But.... how do we get from Stage 20 (where dialog left off) to Stage 30 (when the NPC gets his treasure back)?
10a). OBJECT window
Find the lost item you made, whether it was an amulet or a ring or whatever. Right-click > Edit on it, so its panel opens up.
10b). Three selections down on the left side of this panel is Script. If you edited an item which does not have a script, it should say NONE in the script's scroll-bar, which is perfect. Go to Step 10d if this is so. If your item has a script, go ahead and move the scroll-bar all the way upwards, so that it says NONE, and continue to 10c, the very next step.
10c). Click OK, so that the item's panel closes. Now reopen your item. Its script should be gone, hopefully.
10d). So now let's have some fun, and add our own script.

Click on the
[...] button. Literally, this is a button with three dots on it, which is right next to the Script scroll-bar. The script editor will open. Now left-click on Script, and select New.. This opens up the script editor box, which which we can type stuff into. So type in the following...
scriptname aaaFetchQuest1Script
Begin OnAdd
if (player.GetStage aaaFetchQuest1 == 20)
SetStage aaaFetchQuest1 30
Endif
EndFrom this point, you can either click on the script editor's Save icon, or try to close out your script. If you try to close it out without saving, the CS will then ask
Do you want to save your script? .... And of course you'll say Yes.
If you typed everything okay, there should be no problem / the script panel will close. If you did not type everything up, you'll then get some weird message, screaming at you all your mistakes.

I've been there, zillions of times. If this happens, something in the script is obviously wrong. The script editor will try to point us in the correct direction, by telling us which line has some erroneous data. It's often something very small too, like a missing parenthesis bracket, or a period missing between Player and GetStage. Or a space between Set and Stage.

Or an If statement, without an EndIf following.
If you want to know more about how Ifs, EndIfs, OnAdds, and zillions of other checks and functions work, the Construction Set wiki linked up above explains all this stuff in great detail, in its gigantic Scripts tutorials.
Anyways, once the script is all saved and ready to go, THIS script is what will wind up toggling the quest from Stage 20 to Stage 30, when we fetch that lost item. You won't be able find your script in the scroll-bar at first though, so here's how to do this.
10e). Click OK so the item's panel closes. Now reopen it. You should be able to find your script in the scroll-bar now. Select the script, open it up with the [...] button, and double-check everything you've written. Close it, if all looks good. Click OK.
We can add one final thing to our Fetch quest, which is entirely optional, and it has to do with our character getting a point of Fame for delivering that amulet. This is a little silly of course, but necessary for learning. And maybe it's not so silly. Maybe Bob tells all his/her friends, half the population of Bravil, about our character's exploits. Sir Bob of Bravil makes our character a little more famous.
Just open up the Quest window again, go to Quest Stages, and in the final stage of 100. Type the following into the Result Script box...
ModPCFame 1... right above the StopQuest script. And there you have it. Altogether, you might be seeing all of these scripts in Stage 100's Result Script box by now, assuming you've removed that lost item, added some gold, and added a point of Fame...
Player.RemoveItem aaaLostAmulet 1
Player.AddItem Gold001 X
ModPCFame 1
StopQuest aaaFetchQuest112). Click OK, closing the Quest window, and then close the Construction Set, choosing Yes if it asks you if you want to save.
13). Find your .esp file, and
immediately make a copy of it. Put this copy in a safe place, so you've got yourself a backup file.
14). Get in the game, and play! If anything is wrong, just be patient. Get back into the CS, and fix it. You're alpha-testing your own material now, which in my opinion can be the most aggravating part of quest-making. I usually turn my TV all the way down (so that I'm not actually roleplaying anymore) if I begin to get frustrated.
But I almost always figure it out, whatever it is I'm trying to accomplish, and so can you.
Conclusion: You may notice that this fetch quest boils down to maybe a minute or two of actual gameplay in total (not including travel, exploration of lairs, battles with enemies, etc.). And maybe you spent hours designing it with this guide. This may seem like a heck of a lot of work for not much playtime. Eventually though, all of the steps mentioned in this first tutorial will become second-nature to you if you keep at it. You'll be able to fly through these steps much more quickly.
This post has been edited by Renee: Dec 9 2022, 02:52 AM