PDA

View Full Version : how can i make a new quest?


Canderis
07-02-2008, 01:27 PM
i am making a big mod and ide like to make a quest for it how do i do this?

Da_Man_2423
07-02-2008, 01:31 PM
The search function is your friend.

http://www.lucasforums.com/showthread.php?t=143372

Inyri
07-02-2008, 01:32 PM
There's no such thing as simply adding a quest. Quests are composed of various types of modding, depending on what you want to do: journal editing, scripting, dialogue editing, etc. Check this thread (http://www.lucasforums.com/showthread.php?t=151013) for helpful tutorials on a variety of different types of modding. It should help you get started.

Btw, Da_Man, he didn't ask how to make journal entries; there's a bit more to it than that. Journal entry != quest.

Da_Man_2423
07-02-2008, 01:34 PM
There's no such thing as simply adding a quest. Quests are composed of various types of modding, depending on what you want to do: journal editing, scripting, dialogue editing, etc. Check this thread (http://www.lucasforums.com/showthread.php?t=151013) for helpful tutorials on a variety of different types of modding. It should help you get started.

Btw, Da_Man, he didn't ask how to make journal entries; there's a bit more to it than that. Journal entry != quest.


He's gonna have to do that if he wants the quest to appear...

Inyri
07-02-2008, 01:35 PM
Not really. Journal entries are aesthetic only. You can make dozens of quests and choose not to have journal entries if you want.

In any case, journal editing is only a very small part of the quest.

Da_Man_2423
07-02-2008, 01:36 PM
Not really. Journal entries are aesthetic only. You can make dozens of quests and choose not to have journal entries if you want.

I'm assuming most people want to be able to keep track of their quests, especially if you have dozens.

Inyri
07-02-2008, 01:39 PM
You're missing the point, and we're only going to confuse him. Take my word for it that adding a journal entry doesn't automatically mean you have a quest -- it just means you have a journal entry. :)

Da_Man_2423
07-02-2008, 01:44 PM
I've made quests myself before...that thread has all the things you need to have a quest work. Pretty sure at least.

But they're probably dozens of other threads asking the same thing, so if my suggestion wasn't helpful, search around. Or wait until someone comes up with a post-sized mini-tutorial.

Canderis
07-02-2008, 01:52 PM
da_man that tutorial didnt make any sense it just gave me a headache...

Da_Man_2423
07-02-2008, 02:08 PM
Sorry. :lol:

Most of the "official" tutorials are organized that way...

Inyri is right though...you have to do quite a bit for quests to work/appear. You're gonna be hard-pressed to find a "cakewalk" quest tutorial I believe.

That's how modding is. I'm sure one of the modding masters will come along eventually and help you out.

Inyri
07-02-2008, 02:10 PM
It's going to be fairly impossible to give a decent explanation unless you tell us what it is specifically that you're trying to do.

Canderis
07-02-2008, 02:43 PM
inri do you meen like a compleat overveiw of the mod im making?

Inyri
07-02-2008, 02:57 PM
No, but if you told us what you want your quest to do that would be helpful in explaining to you how to make it. Hard to give you advice when you haven't provided any details.

Canderis
07-02-2008, 03:21 PM
well in the quest you talk to a person and go to a plante and then you find an item there then you go back to the person and a cutseen hapens and u get the person as a party member and you cant go here till after the levyathen

Inyri
07-02-2008, 03:24 PM
You would need to add the dialogue where the NPC tells you "pick up ___ item for me on ___ planet." Place the item on the planet in whatever manner you like (footlocker, loot, etc), have the PC retrieve it, then have a second node in the original NPC's dialogue that will trigger when the PC has that item in the inventory. After that you can follow one of the tutorials on how to add recruitable NPC's to your party.

As for cutscenes, you'll need to brush up on your scripting skills (not the easiest type of modding).

Canderis
07-02-2008, 03:30 PM
ok.............i think

Canderis
07-02-2008, 04:27 PM
inyri how do i make that 2nd node thing?

JediMaster76
07-02-2008, 05:33 PM
A second dialog node. Basically, you create 2 separate dialog entries that both attach to the "root" node depending on whether or not you fulfilled the first one's requirement. Something like this...

root ---
--- NPC dialog if PC has said item: You have the orb. Can I have it?
--- NPC dialog if PC lacks the item: Make sure to retrieve the orb of Cassus for me.


A rough and basic example at best, but it just demonstrates what she meant by "second node". You would need to attach a conditional script on the first option to "check" whether or not the player possess the item, and if they don't, to go the the second option.