[Need help] Make a "speak to" quest

Hello,

I’m trying to make a basic quest “speak to someone” but when I see the structure for exemple of this quest:

I don’t understand how it checks that you’ve spoken to Murray. And when I try to do the same It doesn’t work. I will be glad if someone could explain me how to do it.

I think after the communication with NPC can be run script confirming this task

I usually give a token through the conversation, and have the quest check for that token.

It works, but if there’s an even easier way I’d like to know.

Okay gonna try with token.

So now I’ve created everything, conversations are working but the quest doesn’t appear in the coder or at the right.

https://www.mediafire.com/?idmdondcd7cn5s7

Since I think it’s going to be easier for you to understand from what it comes with files, in this archive I’ve included the village chief conversation, the npc conversation and the quest related. In the .dbr files which are not included I’ve only linked the conversations. I don’t know if I have to link the .dbr to the quest by someway.

No one has the answer ?

In your quest file:

-Write down a name for your quest on the yellow sticky note node (under The forest).
-The Task name (Speak to the Village chief in your quest), is not supposed to show in-game, it’s just for us to remember what the quest is about.
-You probably don’t need the token for this type of quest. From what I gather, you want the quest to complete once you speak to the chief. So.

-task objectives=wait for completion
-in conversation editor, lines “tell him you are a god”, “tell him eve sent you”, put an action to each=Complete quest, and link it to mq_forest.qst

-Finally, in quest file onComplete, in actions put the rewards=(Give money, give experience, give faction or whatever it is you want the quest to reward with)

Don’t forget to add the quest to the wold editor, or it won’t work at all.

I hope it should do the trick.

How to add the quest in the world editor ?

OK I was a big dump. Didn’t import the quest.

Edit perfectly work. But just added the action “Complete Task” at the beginin of the dialog with the village chief.

Glad you got it working!:slight_smile:

I spent a whole %#%^ing day having two conversations and one quest side by side, going line through line wondering why my quest didn’t work, and after houuuurs of staring at the screen spent and exhausted, I realized I hadn’t added the quest to the world. Some relatives from Australia later called and told me that the slap of my facepalm was heard down there.

Generally, about “speaking to”:

  1. If I want to have an objective that will be marked off as the quest progresses, I give a token. For example, a quest that person A wants you to i)find and ii)speak to person B, and THEN come back and report to complete the quest, I give a token in person’s B conversation, that person A looks for. (Don’t forget to remove token in quest.qst!)

2)If I just want to send my player to another NPC, I just use completeQuestTask. For example, person A gives you a quest to speak to person B, and the quest is just that. Speak to person B. In this case, completeQuest or completeQuestTask is enough and does the job just fine.

I understand your logic. Making quest is a bit difficult at the beginin but when you get familiar to the tools it goes smooth. I’m actually doing a lot of level art and quest making to make everything work together, do the area, npc, conversations it’s a mess and a lot of time.