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Journal Entry Tutorial
Journal Entry Tutorial
I can't remember if this area has already been covered but I made this for originally for Canderis in one of his projects and hopefully it will help all of those who are in need of making quests for their mods. Creating your own custom quests is a really easy process, you only need to edit one file and generally use two scripts; one to make a journal entry active and another to check to see if it’s active. So let’s get started. 1. Creating your new quest Show spoiler
2. Activating the quest and journal entry Show spoiler
Remember that the first script to activate the journal can be used in a variety of ways allowing you to be very flexible in how to execute the script while the conditional script will give you a way to make something happen should a particular journal entry be active. At this point you should be able to go into the game and see the quest once you execute the script. If you need any other information as to how to do this please feel free to ask by pming me here at Lucasforums. |
Man! Finally... Just... finallyXD.
This will surely help our modding community harIII, and I personally thank you for solving countless problems I was facing...:thmbup1: |
What kind of program should be used to open the journal file?
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K-GFF is your best bet, Tigersong.
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Well, like all apprentices, I have another question. How do I change existing journal entries? Is it even possible?
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Ja, you can edit them with K-GFF when you open the global.jrl file. :)
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Hint for anyone using this, atleast for TSL, adding a string with the quest entry breaks KSE. Adding a new dialog.tlk entry and referencing to that will not cause said issue.
Also, TSL has a lot better ways to handle quests in dialog through the dialog editor and pre-set scripts for checking quest status in dialogs... |
Code:
8. PlanetID: This field sets what planet name appears on the Quest. You can see what planet number should be set in the Planetary.2da file. |
For a planetless quest you need to enter -1.
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