mynamemarcos Posted July 28, 2024 Share Posted July 28, 2024 Hi everyone, I am working on a custom script for Gothic II and could use some help. I am trying to add a new NPC to the game who will provide a unique quest. I’ve managed to get the NPC into the game, but I am stuck on making the quest trigger correctly and ensuring the dialogue options work. Here’s what I have so far: // Example script snippet NPC_MyQuestNPC: // Initialization code ... Can anyone point me in the right direction or provide a sample script for a basic quest: ?? Any help or guidance would be greatly appreciated! Thanks in advance.....🙂 Marcos azureadmin Quote Link to comment Share on other sites More sharing options...
FilipNowicki Posted December 8, 2024 Share Posted December 8, 2024 Hi Marcos, That sounds like an interesting project! I’ve worked on a custom script for another game before, and getting quests to trigger correctly can be tricky. One approach that worked for me was breaking the quest into smaller, testable parts. Start by ensuring the dialogue options are tied to specific quest variables and use debug messages to confirm each stage is working as expected. For example, adding messages like "Quest Start Triggered" or "Dialogue Path Selected" to your script can help pinpoint where the issue might be. Also, double-check if the NPC’s state and the quest flags are syncing properly. Good luck with your script. 1 Quote Link to comment Share on other sites More sharing options...
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