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| ====Updating the Story Manager==== | | ====Updating the Story Manager==== |
− | The final step will be to add your quest to the Story Manager with appropriate conditions. The CK Wiki already has a good [https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Story_Manager tutorial on the Story Manager], so this section will only cover the few specifics needed for world interactions.
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− | # Navigate to the SM Event Node section of the Object Window, and open the node for your particular event.
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− | # Create a new branch node for your world interaction or set of world interactions.
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− | #* This should be pretty low in the stack—below any nodes that are for actual quests.
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− | # Add any broad world interaction conditions, such as:
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− | #* Timer conditions (compare your timer global variable to the <code>GameDaysPassed</code> global variable)
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− | #* Check if globals like <code>WIEventsEnabled</code> and/or <code>WIComplexEventsEnabled</code> are set to 1 (true)
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− | #* Check that you aren't in a location that prohibits world interactions (e.g. Sovngarde)
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− | #* Optionally, apply a random chance that the event doesn't occur
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− | # Create a new quest node. Generally you want "Random", "Do all before repeating," and "Shares Event" flagged.
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− | # Add your world interaction quest(s) to this node. Add any quest-specific conditions here. For instance:
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− | #* For Add/Remove item events, you check item type (weapon, armor, etc...)
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− | #* For Cast Magic events, you can check the type of spell being cast (shout, destruction spell, etc... usually using formlists)
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− | #* For Change Location events, check new location keywords
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− | #* For Craft Item events, check what type of workbench the player is using (keyword check)
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− | #* etc...
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− | # (Optional) Set a value for "Hours to Reset" on the specific quest(s).
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| ===Examples=== | | ===Examples=== |