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Having an NPC show up after MQ


mandilorian
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Hey folks, my mod partner and I are currently trying to learn how to mod & script, but we ran into a problem and could use some help.

EDIT: Figured it out. Scroll to the bottom for the solution.

The plan is, if player has finished the MainQuest and goes back to Whiterun, a Dremora will show up with the summon effect and then the player can kill him. This is proving to be somewhat confusing though since we're still learning Papyrus. Once we added the completion part for the MQ, it stopped working. I'm not sure if we should check for a specific quest stage or what.


Scriptname ubapoc_StartScript extends ObjectReference


ObjectReference property ubMessenger auto ;Dremora Messenger

ObjectReference property enterEffect auto ;Summon Effect


Quest property MainQuest auto ; Main Quest


Event onactivate(objectReference akActionRef)


if (MainQuest.IsCompleted()) ; Checks to see if quest is completed, but this line doesn't seem to work


ubMessenger.Enable(True) ; Makes messenger and effect

enterEffect.Enable(True)


EndIf


EndEvent

The character we're testing has definitely finished the MQ and we even tried to add:

MainQuest.CompleteQuest() ; Override MQ for debugging

Just prior to the if check, but it still doesn't work. Can someone give us some advice? Do we have to extend Quests maybe? If so, how do we extend both Quest and ObjectReference? Any advice would be really helpful, we've been banging our heads about this for a while and figured we should just give in and ask. Thanks for your time! EDIT: Figured it out. Hooray! I'm posting it in case it helps anyone out.

Scriptname ubapoc_StartScript extends ObjectReference  


ObjectReference property ubMessenger auto ;Dremora Messenger

ObjectReference property enterEffect auto ;Summon Effect


Quest Property MQ305 Auto ; the final part of the MQ


Event onactivate(objectReference akActionRef)


If MQ305.GetStage() == 200 ; check stage of last step of the main quest 


ubMessenger.Enable(True) ;Makes messenger and effect

enterEffect.Enable(True)


EndIf


EndEvent

Edited by mandilorian
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