Hazelnut wrote: ↑Fri Feb 07, 2020 10:53 am
Would it not make more sense to use a custom book for this rather than have the quest never expire just so the letter text is still available? Obviously you cannot do that until I make the change to allow specifying books in quests, but seems like you could develop and test with a letter that expires for now and switch in a book later.
Yes, of course this would make more sense
I have already downloaded the tool to create custom books, but so far I have to work with what I've got.
For the book support, the following things are important for me (regardless if they would work in DFU currently; it's the "ideal" situation):
1. I want to be able to select a specific book. I understand that with your upcoming changes I will be able to do that.
2. It would be great to prevent that some of the custom books show up in bookstores -- or make sure they show up only if a quest condition is met. The reason for this is that, story-wise and narratively, some of these books (articles) are rather rare, while for others it is the player who "writes" them during the quests. They are in fact part of the reward for finishing some quests, and sometimes the text in these books (articles) points to the next quest. So these books should not appear in a shop (or in some other unrelated quest as random reward) before the quest is finished. My current approach ensures this (and I use it also to place some copies of the Black Horse Courier at certain times randomly in the world).
3. It would be great for being able to use the "parchment" icon instead of the "book" icon for some books, since the "Black Horse Courier" (in Oblivion and the BHC Skyrim mod) also is usually written on scrolls, not books. It's a newsletter, after all.
Point 1 is the most important 1; 2 and 3 would just be nice to have but I can work without it.
Jay_H wrote: ↑Tue Feb 04, 2020 5:04 am
Only "end quest" should terminate the quest. I don't know of other commands doing so. The main quest backbone, Sx099, runs indefinitely until its conditions are met, so there's an example of a time-unlimited quest.
I was assuming that "give pc an Item" (without silently or notify) ends the quest, because the documentation of the Template language states:
give pc anItem: This action bestows one or more quest items through the inventory screen. Once the PC transfers an item to his inventory, that item loses its green backdrop and becomes just another piece of the player's property.
Using this action triggers the display of the Qrc QuestComplete message, as though the command is always preceded by an unwritten say QuestComplete command.
Anyway, I now know I have to work with "get item" anyway.
For the Sx099 as example, I found there the following timer:
Clock mainquestclock 00:00 0 flag 9 range 0 0
and a related variable afterwards.
I assume this creates an infinite timer, but as I have no idea what the flags of a clock mean, I was hesitant to use that so far. It's of course a more elegant solution.