Difference between revisions of "A beginner's guide, lesson 6 - Quest Dialogue"

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==Preamble==


'''TES IV: Oblivion Modding for Beginners
This is the Sixth in a proposed series of Tutorial Lessons aimed at teaching how to mod TES IV: Oblivion aimed at beginners. It will build up into a complete modding course. Don't worry, there are no exams (though, there is some homework). This version was written for use on the forum. The RTF version contains additional material that was left out due to formatting limitations.


'''B. Scripts, Quests and NPCs
===Files===
'''Lesson Six: Quest Focus; Dialogue


'''Preamble
I have uploaded some files in a .zip which will be used to accompany the next few tutorials.


This is the Sixth in a proposed series of Tutorial Lessons aimed at teaching how to mod TES IV: Oblivion aimed at beginners. It will build up into a Complete Modding Course. Don't worry there are no exams, though there is some homework. This version has been written for use on the forum. The RTF version contains additional material left out due to formatting limitations
It contains:


'''Files
'''A. BGModTutBase.esp:''' This contains a building, a farmhouse, and a dungeon that we will use as sets in lessons 6, 7 and 8. This file is referred to in the text as the BASE file.


I have uploaded some files in a zip which we will used to accompany the next few tutorials.  
'''B. BGModTutPlayTest.esp:''' This is the interim quest mod illustrating the stage you should have reached prior to polishing the mod. This is referred to in the text as the PLAYTEST file.
It contains


'''A. BGModTutBase.esp:''' This contains a building, a farmhouse, and a dungeon that we will use as sets in lessons 6, 7 and 8. This file is referred to in the text as the BASE files
'''C. BGModAnvilCheat.esp:''' This is a small optional cheat mod to give users 5000 Septims to allow them to follow this tutorial if they have not yet completed the quest. (See [[A_beginner's_guide,_lesson_4_-_Anatomy_of_a_quest,_part_1#Introduction|Introduction to Lesson 4]])


'''B. BGModTutPlayTest.esp:''' This is the interim quest mod illustrating the stage you should have reached prior to polishing the mod. This is referred to in the text as the PLAYTEST files
'''D.''' An RTF document containing the text for the first 7 lessons (as requested).


'''C. BGModAnvilCheat.esp:'''This is a small optional cheat mod to give users 5000 septims to allow them to follow this tutorial if they have not completed the quest. (See Introduction to lesson 4)
[http://www.tesnexus.com/downloads/file.php?id=4865 Download the mod files]


'''D.''' A RTF document containing the text for the first 7 lessons (as requested).
[http://www.tesnexus.com/downloads/file.php?id=4865 Mod Files are Here]
'''Using this Tutorial
Can I suggest you operate in the following way to make the most of these tutorials?
If you have not already altered the CS ini. file to allow you to open two copies at the same time do so now. (See lesson Three)
Open one version of the CS with the '''PLAYTEST''' version. We can use this to look at the expected results of the mod. We will not edit this mod. (Unless you want to of course)
Open a second version with the '''BASE''' version loaded. This is your working files. If you don't want to use my version, and have your own buildings and dungeons then load this version here.


===Using this Tutorial===


I suggest that you modify the CS configuration file to allow you to open multiple copies at the same time. (See [[A_beginner's_guide,_lesson_3_-_The_external_world#Introduction|Introduction to Lesson 3]])
Open one CS window for the '''PLAYTEST''' version. You can use this to look at the expected results of the mod. We will not edit this mod.
Open a second window for the '''BASE''' version (unless you want to make your own buildings - then just make a new file). This window is for your working file.


==Introduction==
==Introduction==


Well, we come to it at last. It is time for us to begin to create our own quest, to design our own NPCs, and to write our own scripts.  
Well, we come to it at last. It is time for us to begin to create our own quest, to design our own [[NPC]]s, and to write our own [[Named Scripts|scripts]].  
Of course it's ridiculous to suggest that these tutorials alone will teach you everything you need to know. However, I hope by the time you finish the next few lessons you will be more comfortable with the key skills needed to create your own great works. The exemple quest that I am using is not intended as an example of ‘Good Practice'. I have designed it to illustrate techniques, not good quest writing. The actual details of this quest are fairly unimportant. What matters are the techniques we are using.
Of course it's ridiculous to suggest that these tutorials alone will teach you everything you need to know. However, I hope by the time you finish the next few lessons you will be more comfortable with the key skills needed to create your own great works. The example [[quest]] that I am using is not intended as an example of ‘Good Practice'. I have designed it to illustrate techniques, not good quest writing. The actual details of this quest are fairly unimportant. What matters are the techniques we are using.


The next three lessons will work to develop a quality version of a quest. While we will do this exercise, I have designed the quest to allow us to focus on key skills as we go on. This lesson deals with the creation of dialogue.  In lesson seven we will really turn our focus to scripting, although you will begin scripting in this lesson. The eighth lesson will complete the quest by focusing on AI and Audio.
The next three lessons will work to develop a quality version of a quest. While we will do this exercise, I have designed the quest to allow us to focus on key skills as we go on. This lesson deals with the creation of dialogue.  In lesson seven we will really turn our focus to scripting, although you will begin scripting in this lesson. The eighth lesson will complete the quest by focusing on AI and Audio.


It is being assumed that you have completed lessons one to three, and that that you have at least read through the appendix section on the Quest Interface.
I assume that you have completed lessons one to three, and that that you have at least read through the [[A_beginner's_guide_-_Appendix_1|appendix section on the Quest Interface]].


==Our Plot==
==Our Plot==
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==Adding an NPC==
==Adding an NPC==


You can of course create an NPC from scratch. If you right click in the Actor section of the object menu and select NEW a new NPC interface pops up. However, I cannot see any good reason to do this, and since you will have to add every aspect of your NEW NPC, including animations, there are many good reasons not to do this.  
You can, of course, create an NPC from scratch. If you right click in the Actor section of the object menu and select NEW a new NPC interface pops up. However, you will have to edit every aspect of your new NPC, including [[animation]]s, so there are many good reasons not to do this.  


It is far easier to edit an existing NPC. We want Vilanus to be an Imperial, so let's select an existing NPC who is an imperial. We don't actually have to choose an Imperial, but it saves us a job. Avoid NPCs with scripts attached. Again, you can do so but you will need to remove the script which is an extra job. I usually look for NPCs who have either a 1 or a 0, preferably a 0, in the user column. This means they are hardly used in the game. Let's chose the actor called TestORMale as our base.  
It is far easier to edit an existing NPC. We want Vilanus to be an Imperial, so let's select an existing NPC who is an Imperial. We don't actually have to choose an Imperial, but it saves us a job. Avoid NPCs with scripts attached. Again, you can do so but you will need to remove the script, which is an extra job. I usually look for NPCs who have either a 1 or a 0, preferably a 0, in the user column. This means they are hardly ever used in the game. Let's choose the actor called ''TestORMale'' as our base.  


We will place our NPC in the Foyer of the Imperial Hotel in the Talos District. Again this is an arbitrary choice, based on the fact that Taverns, Inns, and hotels contain public spaces which are ideal for casual contacts. We could of course if we wished to use this NPC again build him a house or office to work from.  
We will place our NPC in the Foyer of the Imperial Hotel in the Talos District (''ICTalosPlazaTheTiberSeptimHotel'' in the ''Interiors'' world space). Again this is an arbitrary choice, based on the fact that Taverns, Inns, and hotels contain public spaces which are ideal for casual contacts. If we wished to use this NPC again, we could build him a house or office to work from.  


Drag and Drop the base NPC into Render window. F key him to get him in position.
Drag and Drop the base NPC into [[Render Window]]. F key him to get him in position.


Now double click on him to open up his details.  
Now double click on him to open up the details for this NPC [[reference]]. Then click "Edit Base" to edit the NPC itself.


Let's briefly look at the properties on the far left of this interface.
Let's briefly look at the properties on the far left of this interface.


ID -Editor ID for this NPC. Must be unique.  
{| class="wikitable" border="1" cellpadding="5"
 
!colspan=2| '''NPC Properties'''
;Name  
|-
NPC name as it will appear in-game
| ''ID'' || Editor ID for this NPC. Must be unique.
 
|-
;Script  
| ''Name'' || NPC name as it will appear in-game.
Scripts can be attached to NPCs here.
|-
| ''Script'' || Scripts can be attached to NPCs here.
;Class  
|-
Can be defined using the class interface from the menu bar.
| ''Class'' || Can be defined using the [[class]] interface from the menu bar.
 
|-
;Summonable  
| ''Summonable'' || Mainly used for creatures and defines them as able to be summoned.
Mainly used for creatures and defines them as able to be summoned.
|-
 
| ''Offset/PC Level Offset'' || Used to set NPC level. Either a fixed value within a defined range, or offset against PC level.
;Offset/PC Level Offset  
|-
Used to set NPC level. Either a fixed value within a defined range, or offset against PC level.
| ''Calc Min/Max'' || These check boxes determine minimum and maximum levels for the NPC.
 
|-
;Calc Min/Max  
| ''Race'' || Choose the NPC's [[race]] from the drop-down menu
These check boxes determine minimum and maximum levels for the NPC.  
|-
 
| ''Female'' || Used to toggle gender.
;Race  
|-
Straightforward - choose a race from the drop-down menu
| ''Combat Style'' || [[Combat Style]]s influence NPC choices during a fight. (see [[A_beginner's_guide,_lesson_8_-_Audio_and_AI|lesson eight]])
 
|-
;Female  
| ''Death Item'' || Used for special loot items that we don't want to show up until after an NPC is dead.
Used to toggle gender
|-
 
| ''Essential'' || Essential NPCs cannot be killed and are only knocked unconscious.
;Combat Style  
|-
combat styles influence NPC choices during a fight. (see lesson eight)
| ''Respawn'' || This NPC will respawn when the cell reloads if you check this.
 
|}
;Death Item  
Used for special loot items that we don't want to show up until after an NPC is dead.  
 
;Essential  
Essential NPCs cannot be killed and are only knocked unconscious.  
 
;Respawn  
This NPC will respawn when the cell reloads if you check this


Selecting  "PC Level Offset" will lock or unlock the details in the stats tab.
Selecting  "PC Level Offset" will lock or unlock the details in the stats tab.


First alter the NPCs ID to '''BGVilanusVilla''' and the name to '''Vilanus Villa'''.  
First alter the NPC's ID to ''BGVilanusVilla'' and the name to ''Vilanus Villa''.  


We tend to prefix all items added by a mod with a suitable prefix, like BG or BGM. This help avoid any conflicts, in the unlikely event that another mod adds a character called Vilanus Villa.
We tend to prefix all items added by a mod with a suitable prefix, like ''BG'' or ''BGM''. This help avoid any conflicts, in the unlikely event that another mod adds a character called Vilanus Villa.


This character is classed as a Barbarian. The actual class of a NPC will only affect auto generated statistics and has little bearing on the interaction between PC and NPC. However, it is an easy job to change this, using the drop down list under class.
This NPC's class is Barbarian. The actual class of a NPC will only affect auto-generated statistics, and has little bearing on the interaction between PC and NPC. However, it is easy to change this setting using the drop down list under class.


We will look at levels later in these tutorial for now leave it at level 8. The levelness of a character is only really relevant in action sequences.  
We will look at levels later on in this tutorial; for now leave it at level 8. The level of a character is only relevant in combat.  


For now we want to get rid of all existing AI packages. We are deleting the whole AI because it makes initial play testing much easier. Without these AI's the guy will stay put and we don't want have to walk half way across Tamriel to find him when we test the mod.
For now we want to get rid of all existing AI packages. We are deleting the AI because it makes initial play testing much easier. Without any AI the guy will stay put. We don't want to have to walk halfway across Tamriel to find him when we test the mod!


Open up the AI section by clicking on the AI button.  
Open up the AI section by clicking on the AI button.  


Delete all the AI packages using right-click delete. (This actually removes from this from the list rather than delete the whole AI package from the CS).
Delete all the AI packages using right-click + delete. (This only removes them from the NPC's list, it doesn't delete the actual package)


Now select and check the ESSENTIAL flag. We want to keep Vilanus alive for now.
Now select and check the ESSENTIAL flag. We want to keep Vilanus alive for now.


We can also alter the inventory if we wish. Again by careful pre-selection we can save ourselves a job. Remember to scroll across the information in the object window to select suitable characters that match your requirements as closely as possible, to reduce how much work you need to do.
We can also alter the inventory if we wish. Again, by careful pre-selection we can save ourselves a job. Remember to scroll across the information in the object window to select suitable characters that match your requirements as closely as possible, to reduce the amount of work you need to do.


We want Vilanus to be a rich merchant so he should have some decent clothes, and TestORmale fit's the bill. We should also remove any weapons and armour from him as he is supposed to be a lawyer. (Note the Hammer may show up in the render window until you reload the window, but will not show up in the game.  
We want Vilanus to be a rich merchant, so he should have some decent clothes. TestORmale fits the bill. We should also remove any weapons and armor from him, as he is supposed to be a lawyer. (Note that the Hammer may show up in the render window until you reload the window, but will not show up in the game.)


We can leave his faction details alone for now.
We can leave his faction details alone for now.


Finally you can play around with the face to get the look you want. For now don't spend too long. Use the Auto generator to get a rough look. You can tidy this up in the polishing phase.
Finally you can play around with the face to get the look you want. For now, don't spend too much time on it. You can use the auto-generator to get a rough look. You can tidy this up later in the polishing phase.


Exit and create a new form by saying yes. We now have a brand new NPC. We will have to do some work on him later, but he is in the game.  
Exit and create a new form by clicking yes. We now have a brand new NPC. We will have to do some work on him later, but he is in the game.


==Creating the Quest==
==Creating the Quest==


In the top menu select CHARACTER.
In the top menu select CHARACTER.
Then from the drop down menu select QUEST
Then from the drop down menu select QUEST.


The quest window will open.
The quest window will open.
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On the left hand side is the list of all the quests in the game.
On the left hand side is the list of all the quests in the game.
Place your pointer over this section and right click. A small selection window appears.  
Place your pointer over this section and right click. A small selection window appears.  
From this select NEW.
Select NEW.


Another window pops up called New Form Editor ID
Another window pops up called New Form Editor ID
This is the prompt for us to enter our Quest ID.
This is the prompt for us to enter our Quest ID.


This should be a short alpha-numeric name, with no spaces, that we can readily identify as our mod. It must of course be unique. I choose to name mine BGM001 (Beginners Guide Mod 1). When you're done select OK.
The ID is NOT the same as the quest name which will appear in the player's journal. This should be a short alpha-numeric name, with no spaces, that we can readily identify as a part of our mod. It must also be unique. I chose to name mine ''BGM001'' (Beginners Guide Mod 1). When you're done, select OK.  
 
We now have a quest.
Let's look at out quest data tab.  


We want to give our quest a name. This is the name that appears in the in-game journal entries. You can call it pretty much what you like. You can even duplicate names, which although legal could be a bit confusing. I've chosen to call mine
We now have a quest. Let's look at out quest data tab.  


''''The Inheritance Denied.''''
We want to give our quest a name. This is the name that appears in the in-game journal entries. You can call it pretty much what you like. You can even use duplicate names, but that would be a bit confusing. I've chosen to call mine ''The Inheritance Denied.''


If you remember from lesson 4 we need to choose an appropriate priority.  
If you remember from lesson 4, we need to choose an appropriate priority value.  


We will select 50 as this is a miscellaneous quest.
We will select 50, as this is a miscellaneous quest.


The next set of decisions involves the three flags which were discussed in the appendix
The next set of decisions involves the three flags which were discussed in the appendix:


*Start Game Enabled  
*Start Game Enabled  
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*Allow Repeated Stages
*Allow Repeated Stages


These three tags principally control when and how often scripts are run.
These three tags control when and how often scripts are run.


For now let's go ahead and select the standard Start Game Enabled and leave blank the repeat conversions or Stages. Now have a look at the table at the bottom which contains any quest conditions.
For now let's go ahead and select the standard ''Start Game Enabled'' and leave blank the ''Repeated Conversations'' & ''Stages''. Now have a look at the table at the below, which contains quest conditions.


==Quest Conditions==
==Quest Conditions==


At the moment this as blank. We are going to input a generic conditions which has the effect of limiting any conversations and dialogue topic we create in this quest to characters we would expect to speak, and exclude those we don't like Goblins and Horses.
At the moment this is blank. We are going to input a [[condition]] which has the effect of limiting any conversations and dialogue topics we create in this quest to characters we would expect to speak, thereby excluding those we wouldn't (e.g. goblins and horses).


The conditions are applied to the person speaking the line, called the object. Click the NEW button at the bottom of the page.  
The conditions are applied to the person speaking the line, called the object. Click the NEW button at the bottom of the page.  


The interface to enter conditions is split into four areas and is surrounded by some flag selectors. (We will look at the flags later)
The interface to enter conditions is split into four areas: Condition Function, Function Parameters, Comparison, and Value. There are also some flag selectors, which we will look at later.


===Condition Function===
===Condition Function===


This is the basis of you condition. It initially defaults to the condition GetDisposition, but clicking on this opens up a long list in a drop down window. This contains the valid functions that can be used in a conditional statement. (See later for IF-ENDIF BLOCKS)
This is the basis of your condition. It initially defaults to the condition [[GetDisposition]], but clicking on this opens up a long list in a drop down window. This contains the valid functions that can be used in a conditional statement. (See later for IF-ENDIF BLOCKS)


These can be divided into sets of similar functions which I have chosen to call families.
These can be divided into sets of similar functions which I have chosen to call families.
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:'''GET family:''' Retrieves information from game for comparison  
:'''GET family:''' Retrieves information from game for comparison  


Clearly I cannot go through each of these in turn. In truth most of their general functions are self explanatory even if their specific use is not.
Clearly I cannot go through each of these in turn. In truth most of their general functions are self explanatory, even if their specific use is not.


===Function parameters===
===Function parameters===


Several functions require a parameter to work. Several don't. It depends on the function.
Some functions require a parameter to work, and some don't. It depends on the function.


For Example the Function GetRace requires you to select a valid race from a drop down menu for it to make sense. While GetIsPlayableRace has no parameters.
For example, the function [[GetRace]] requires you to select a valid race from a drop down menu for it to make sense, while [[GetIsPlayableRace]] has no parameters.


===Comparison===
===Comparison===


All conditional statements are in effect arithmetical functions. They are all about comparing two numbers. This is because Functions produce or return numerical value when we use them. The function GetRace ‘Imperial' returns a numerical value of one if the speaker of the line is an Imperial. If not the value is set at zero.
All conditional statements result in boolean values: true or false. They are all about comparing values. Each "conditional function" returns some value which we can then compare to our own set value in a few different ways: less than, more than, equivalent to, not equivalent to, etc. The comparison of those two values will turn out to be either true or false. (e.g.: Either A is more than B, or it isn't. The player has less than or equal to 5000 gold, or he/she doesn't.)
 
We compare this using standard maths expressions like equals (==), not equals (!=), greater than (>), less than (<) etc.


===Value===
===Value===
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This is the value we compare the conditional function value with. This can be a number or a variable.
This is the value we compare the conditional function value with. This can be a number or a variable.


We want to set up a conditional function that check that the speaker is of the right type. I.e. it is one of the playable races.
===Our condition===
We want to set up a conditional function that checks whether the speaker is of the right type. I.e., that it is one of the playable races (Imperial, High Elf, etc.).


We select from the list, the Function GetIsPlayableRace.
From the ''Condition Function'' list, we choose [[GetIsPlayableRace]].


This has no valid function parameter. (The NPC is either of a playable race or not)
This function does not require a parameter, as it already knows exactly which races are or aren't valid player races. It will return a value of 1 if the object is a playable race, and a value of 0 if not.


From the list of comparisons we choose equals. This is represented by a double equals ==.  
From the list of comparisons we choose equals. This is represented by ==.  


In the value box we select 1.000.
In the value box we select 1.000.
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We now have the condition
We now have the condition


  GetIsPlayableRace == 1.  
GetIsPlayableRace == 1.  


This is in effect the equivalent to the instruction
This is in effect the equivalent to the instruction


Find out if the actor is from a playable race. IF this is true carry on. If it is not true, stop the actor from speaking any lines in this quest.
Find out if the actor is from a playable race. IF this is true, carry on. IF NOT, stop the actor from speaking any of the lines from this quest.


We have completed the basic set up for our quest.
We have completed the basic set up for our quest.


Now let's select the Quest Stage tab.
==Quest Stages==
Now let's select the [[Quest Stages Tab]].


Again this is blank. We can add stages in the same way as we added the quest. In the column marked Quest Stages, right click and select new. The pop-up expects a number between 0-255. We tend to use 10, 20 30 etc to allow room for extra stages. Go ahead and enter 10.  
Again, this is blank. We can add stages in the same way as we added the quest. In the column marked ''Quest Stages'', right click and select new. The pop-up expects a number between 0-255. We tend to use 10, 20, 30, etc. to allow room for extra stages. Go ahead and enter 10.  
Now select new again and enter 100. We now have two stages 10 and 100. Right click and enter 20. Initially the list reads 10, 100, and 20.  
Now select new again, and enter 100. We now have two stages: 10 and 100. Now make one more stage and enter 20. Initially the list reads 10, 100, 20.  
But if you go back to the quest data tab, and then return to the stage tab again the list will have updated to read 10,20 100. The CS sorts them for us.
But if you go back to the quest data tab and then return to the stage tab again, the list will have updated to read 10, 20, 100. The CS sorted them for us.


(Note that although the CS lists the stages in numerical order, you do not have to work through the stages in that order. Each stage is discrete and exists in its own right without reference to the other stages)
(Note that although the CS lists the stages in numerical order, you do not have to work through the stages in that order. Each stage is discrete and exists in its own right without reference to the other stages.)


These three stages are blank. Don't worry about this. Until we set the game up to call these stages they do nothing. If we do call a blank stage nothing will happen.
These three stages are blank. Don't worry about this. Until we set the game up to call these stages, they do nothing. If we do call a blank stage nothing will happen.


==Quest Targets==
The next tab is called TARGETS. We will add all the targets at the end of lesson 7. We can add them at any stage. I found it easier to do this at the end.  
The next tab is called TARGETS. We will add all the targets at the end of lesson 7. We can add them at any stage. I found it easier to do this at the end.  


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==Topics==
==Topics==


Remember we have set this quest up as start enabled, but it has no content.
Let's add some content.
Let's add some.
 
Select the Topic tab, from the Quest pop up. DO NOT use filtered dialogue to add topics. This can lead to mod confliction issues.
 
Again this is blank to begin with. We will add a topic which will be used at the start of the quest.


In the topic column to left hand side of the tab, right click again and select add topic.
Select the [[Topics Tab]] from the Quest pop up. DO NOT use filtered dialogue to add topics: this can lead to mod confliction issues.
A pop-up appears listing all available topics for all the quests in the game. Again we use right click and again we use new to get another pop-up. We need to add a one word unique topic descriptor.  


''( I will admit that I made a mistake here. It is good practice to use a set of common letters as a prefix for all mod items. I should have added a topic called BGMMessage4u, but I forgot the prefix. It's not a disastrous mistake, but it does mean this mod might have a few conflict issues with other mods that add a topic called message4u as well. Sorry about that. Also while I‘m apologising, ignore the deleted empty info)
Again, this is blank to begin with. We will add a topic which will be used at the start of the quest.


You should add a topic called BGMMessage4u, to show how much better at this thing you are than me.
In the topic column to left hand side of the tab, right-click and select Add Topic.
A pop-up appears listing all available topics for all of the quests in the game. Again we use right-click and New to get another pop-up. We need to add a one word unique topic descriptor.  


The Topic BGMMessage4u has now been added.  
You should add a topic called BGMMessage4u. ''(In the TutPlayTest file, the topic was accidentally named message4u - you should continue using the quest prefix.)''


If you look at the top this also appears at the top of the screen, in the 'Topic Text' box. This is the topic as it will appear in the dialogue menu when you activate a suitable NPC. Try to keep these fairly short, as they will otherwise take up too much space in the topic selection menu. Let's change this to something like Message for you.  
If you look at the top this also appears at the top of the screen, in the 'Topic Text' box. This is the topic as it will appear in the dialogue menu when you activate a suitable NPC. Try to keep these fairly short, as they will otherwise take up too much space in the topic selection menu. Let's change this to something like "Message for you."


Great! We have a topic, now we need a response or info. The idea here is to create an exchange where when we click on the topic MESSAGE FOR YOU we get a response that let's us know that an NPC who I have named Vilanus Villa is looking for us. Of course the name is entirely up to you. Just change any reference I make to Vilanus Villa to suit your characters.
Great! We have a topic, now we need a response. The idea here is to create an exchange where when we click on the topic "Message for you" we get a response that lets us know that an NPC - who I named Vilanus Villa - is looking for us. Of course the name is entirely up to you. Just change any reference I make to "Vilanus Villa" to suit your characters.


To add a response it is the same procedure. Right click in the info section, select new. A new pop-up interface appears. Ignore the bottom for now. In the upper section type
Right-click in the response section (underneath the ''Topic Text'' filed), and select new. A new pop-up interface appears. Ignore the bottom part for now. In the upper section type:


I hear a Lawyer called Vilanus Villa is looking for you.
I hear a Lawyer named Vilanus Villa is looking for you.


Hit Ok to save.
Hit Ok to save.


So we now have a topic and a response info. However, if you tested this mod you would not see this topic on any NPC at all. Why?  
So we now have a topic and a response. However, if you tested this mod you would not see this topic on any NPC at all. Why?  


There are an awful lot of topics in the game list. If the game added every topic to every character the scrolling list of topics would be ridiculously long. So the game works like this. It only adds topic which  
There are an awful lot of topics in the game list. If the game added every topic to every character the scrolling list of topics would be ridiculously long. So the game works like this. It only adds topics which:


A) Have a valid response (one whose conditions are met)  
A) Have a valid response (one whose conditions are met)  
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And
And


B) Your character has learned about that topic.
B) Your character knows about


Characters can learn topics in all sorts of ways. They may as in the walkthrough quest in lessons 4-5 hear a conversation. They may talk to NPCs and pick up topics that way. They may witness events that add topics. Or as in the case of this mod we teach them the topic by doing a bit of scripting.
Players can learn new topics in all sorts of ways. They may, as in the walkthrough quest in lessons 4-5, pick one up from an overheard conversation. They may talk to NPCs and pick up topics that way. They may witness events that add topics. Or, as in the case of this mod, we teach them the topic by doing a bit of scripting.


So are you ready to write a script.
So are you ready to write a script?


==Our First Script==
==Our First Script==
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I have assumed that you have never programmed before in writing this tutorial. If you have you will be at an advantage when it comes to writing scripts.
I have assumed that you have never programmed before in writing this tutorial. If you have you will be at an advantage when it comes to writing scripts.


Commands and Functions:  
[[Command]]s and [[Function]]s:  


These are the formal instructions that you place in the script to tell the game what you want it to do. The Wiki makes a distinction between what these do. It should be noticed, the differences for beginners may appear very slight.
These are the formal instructions that you place in the script to tell the game what you want it to do. The Wiki makes a distinction between what these do. It should be noticed, the differences for beginners may appear very slight.
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The commands are:
The commands are:


;ScriptName
;[[Scriptname]]
-Used to identify the script obviously
-Used to identify the script obviously


;Declarations
;[[Variable|Declarations]]
-These are a set of descriptors which identify the VARIABLES used in a script
-These are a set of descriptors which identify the VARIABLES used in a script


;Begin-End
;[[Begin|Begin-End]]
-Used in conjunction with each other to create BLOCKS of script.
-Used in conjunction with each other to create BLOCKS of script.


;If-EndIf
;[[If|If-EndIf]]
-Used together with optional ElseIf and Else commands to form CONDITIONAL blocks.
-Used together with optional ElseIf and Else commands to form CONDITIONAL blocks.


;Return
;[[Return]]
-Use to break a scripts running for that run only.
-Use to break a scripts running for that run only.


;Set
;[[Set]]
-Used to assign new values to variables
-Used to assign new values to variables


;“.” or Use Reference
;“.” or [[UseReference|Use Reference]]
The full stop or period “.” is a command which identifies the REFERENCE that a FUNCTION should use.
The full stop or period “.” is a command which identifies the REFERENCE that a FUNCTION should use.


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*SHOWsomething
*SHOWsomething


;Variables
;[[Variable]]s
One way to think of variables is as a container which stores a number. The different variables types, Short, Long etc. determined how big a container will be assigned to that variable name.
One way to think of variables is as a container which stores a number. The different variables types, Short, Long etc. determined how big a container will be assigned to that variable name.


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Here gold001 is the object id
Here gold001 is the object id


;Reference ID
;[[Reference]] ID
Several functions work by changing a specific example of an object. There may be many chests of a particular object type in the game and you want to add gold to only one of them. The reference ID is a unique identifier for that instance of an object. You add the reference by double clicking on the example in the render window (or by selecting edit from the cell objects window). In the object pop up dialogue box you add a unique name to the reference id box. Note that for this to happen the object must be placed in a cell. To use this reference in a script you will need to click the persistent reference check box. This tells the game to always remember that object even if the PC leaves the cell that it is in.
Several functions work by changing a specific example of an object. There may be many chests of a particular object type in the game and you want to add gold to only one of them. The reference ID is a unique identifier for that instance of an object. You add the reference by double clicking on the example in the render window (or by selecting edit from the cell objects window). In the object pop up dialogue box you add a unique name to the reference id box. Note that for this to happen the object must be placed in a cell. To use this reference in a script you will need to click the persistent reference check box. This tells the game to always remember that object even if the PC leaves the cell that it is in.


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==The Script Editing Window==
==The Script Editing Window==


The script editor is in essence, a very basic text editor, used for writing and editing scripts. Many scripters use external text editors like notepad, notepad++, Crimson Editor, etc. to develop long scripts. One reason for this is that the script editor will only save compiled scripts which must be 100% correct. It also allows you to keep a back-up version.  
The [[Edit Scripts|script editor]] is in essence a very basic text editor, used for writing and editing scripts. Many scripters use external text editors like Notepad, Notepad++, Crimson Editor, etc. to write their scripts. One reason for this is that the script editor will only save compiled scripts, which must be 100% free of errors. External editors also allow you to keep a back-up versions of your scripts.


I personally keep a large library of scripts. Some that I have written, and loads copied from forums and other mods. I can then refer to these when I need a solution to a problem.
I personally keep a large library of scripts. Some that I have written, and loads copied from forums and other mods. I can then refer to these when I need a solution to a problem.


On the menu bar at the top of the editor you will find two options plus the standard help files.
On the menu bar at the top of the editor you will find two options, plus the standard help files.


===Script===
===Script===
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===Script Type===  
===Script Type===  
Finally there is a drop down menu. This allows you to select the script type. There are 4 types of script, but results scripts are not edited or compiled in the script editor. We will see this shortly.  
Finally there is a ''Script Type'' drop down menu. There are 4 types of script, but "Results" scripts are not edited or compiled in the script editor. We will see this shortly.  


The scripts written in this editor can be Object, Quest, or Magic effect. This setting determines which objects in the editor the script can be attached to. Each script type is run in a slightly different way and it is important to let the game know which one you want your script to be.  
The scripts written in this editor can be [[Object scripts|Object]], [[Quest scripts|Quest]], or [[Magic effect scripts|Magic effect]]. This setting determines which objects in the editor the script can be attached to. Each script type is run in a slightly different way and it is important to let the game know which one you want your script to be.  
You can edit or change this at a later date if you make an error.
You can edit or change this at a later date if you make an error.


Okay we want to write a quest script, so select Quest from the Script Type drop-down window.
Okay, we want to write a quest script, so select Quest from the Script Type drop-down window.


==Scripting==
==Scripting==


Scripting is a set of instructions to the game telling it to do certain tasks which cannot normally be done by the usual game play interaction. It has much in common with programming languages but is not a true language in its self. We do need to use a formal structure called syntax to ensure that the game can understand what we want it to do.  
A script is a set of instructions for the game to run during gameplay. It has much in common with programming languages, but is not a true language per se. We do need to use a formal structure called syntax to ensure that the game can understand what we want it to do.  


Let's add a bit of script then
Let's add a bit of script then.


We need to give each script a name, and like all naming that we have covered so far it has the same basic rules. The name must be a single alpha-numeric, which is unique.  
We need to give each script a name, and like all naming conventions that we have covered so far, it has the same basic rules. The name must unique, alpha-numeric, and free of whitespace (spaces, tabs, etc.).  
There is a convention that you should add a prefix to help identify your scripts.  
You should also continue to use your quest prefix (e.g. BGM) while naming your scripts.  


Let's name the script BGM001QuestScript
Let's name the script ''BGM001QuestScript''.


(Note: This should be done on the BASE version if you have loaded Both Tutorial Mods at the same time.)
(Note: This should be done on the BASE version if you have loaded Both Tutorial Mods at the same time.)
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We write this in the editor like this:
We write this in the editor like this:


  Scriptname BGM001QuestScript
Scriptname BGM001QuestScript


We could also use a shorthand version:
We could also use a shorthand version:


  Scn BGM001QuestScript
Scn BGM001QuestScript


Many functions and command have shorthand versions. In this tutorial I will always use the full version.
Many functions and command have shorthand versions. In this tutorial I will always use the full version.
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Now we need to attach the script to our quest.  
Now we need to attach the script to our quest.  


Open up the Quest data Tab for our quest.   
Open up the [[Quest Data Tab]] for our quest.   
Where it says script open the drop down menu and scroll down to find the BGM001QuestScript. Click on this and you're done.  
Where it says script open the drop down menu and scroll down to find the BGM001QuestScript. Click on this and you're done.  


Line 588: Line 566:
You can now test this mod in the game, but it might be best not to SAVE the game in Oblivion as we will be changing things.
You can now test this mod in the game, but it might be best not to SAVE the game in Oblivion as we will be changing things.


==Three Problems==
==Two Problems==


There are 3 problems with the mod as it stands, (other than the fact it is not finished).
There are two problems with the mod as it stands:


The first problem you may have noticed is that the text does not stay on the screen very long and our NPC will, just look at us. This is due to the way the game handles speech.  
The first problem is that the text does not stay on the screen very long, and our NPC will just look at us. This is due to the way the game handles speech.  
It expects to find for each dialogue response files which we have not created. One is an MP3 which contains the sound files the others control are lip synch files used to animate the actor face as we carry out the dialogue. The text onscreen is set to appear on screen for the duration of these files.  
It expects to find for each dialogue response files, which we have not created. One is an MP3 which contains the sound files, and the others are lip synch files used to animate the actor's face as we carry out the dialogue. The text is supposed to appear on screen for the duration of these files.  
Since we don't have them yet the text runs very quickly. In later tutorials we will look at polishing this mod to include these files. For now these are cosmetic problems. It's irritating not to see the text for any length of time but it can't be helped, until we add those MP3's.  
Since we don't have them yet, the text runs very quickly. In later tutorials we will look at polishing this mod to include these files. For now, these are cosmetic problems. It's irritating not to see the text for any length of time, but it can't be helped until we add those MP3's.  
It doesn't stop the quest running. You can repeatedly play the on-screen text by selecting the topic message for you until you get the message
It doesn't stop the quest running. You can repeatedly play the on-screen text by selecting the topic message for you until you get the message. (Alternatively, you could install a mod like [http://www.tesnexus.com/downloads/file.php?id=16622 Universal Silent Voice].)


The second problem deals with the script as it currently stands and may not be so obvious to a non-scripter. Remember the quest script works every 5 seconds. That means that every 5 seconds this script adds the topic BGMMessage4u to the players list. I don't honestly know the effect of repeatedly adding a topic to the player list. I suspect that having done this the first time the rest of the time the script is ignored.  
The second problem deals with the script as it currently stands and may not be so obvious to a non-scripter. A quest script runs every 5 seconds. That means that every 5 seconds this script tries to add the topic BGMMessage4u to the players topic list. I don't honestly know what the effect of repeatedly adding a topic to the player's list is, but I suspect that extra requests to add the topic are simply ignored.  


However, this is still an untidy way to script. If we only want the script to do something once we should write script that does this.
However, this is still an untidy way to script. If we only want something to happen once, we should write our script that way!


This leads us to one of the most important and common scripting ideas. A do once loop.
This leads us to one of the most important and common scripting ideas: a do once loop.
 
This uses an.


==If-EndIf Blocks==
==If-EndIf Blocks==
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Change the Begin block to look like this.
Change the Begin block to look like this.


  Begin GameMode
Begin GameMode
If (DoOnce1 == 0)
AddTopic BGMMessage4U
Set DoOnce1 to 1
EndIf
End
 
This is perfectly fine but it can get a little hard to read, when these if statements get long and complex. So again we use an optional convention. We indent using the tab key all lines after an IF statement, to make clear what is going on.
 
<pre>
Begin GameMode
   If (DoOnce1 == 0)
   If (DoOnce1 == 0)
  AddTopic BGMMessage4U
    AddTopic BGMMessage4U
  Set DoOnce1 to 1
    Set DoOnce1 to 1
   EndIf
   EndIf
  End
End
</pre>


This is perfectly fine but it can get a little hard to read, when these if statements get long and complex. So again we use an optional convention. We indent using the tab key all lines after an IF statement, to make clear what is going on. So
So this script uses another new command called SET-TO.
this script uses another new command called SET-TO.


Whenever you declare variables they are automatically assigned a value of Zero.  
Whenever you declare variables they are automatically assigned a value of Zero.  
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IF statements and Set statements both use standard mathematical comparisons  
IF statements and Set statements both use standard mathematical comparisons  


Comparison Operators  
===Comparison Operators===
An IF statement may contain one or more comparison operators.  
An IF statement may contain one or more comparison operators.  
Below is a table of valid comparison operators:  
Below is a table of valid comparison operators:  
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     <=   Less than or equal to  
     <=   Less than or equal to  


Combining Comparisons  
===Combining Comparisons===


Comparisons can be linked together using the following logical operators:  
Comparisons can be linked together using the following logical operators:  
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We have added the topic once and once only.
We have added the topic once and once only.


==A third problem==
The third major problem is that this topic has been added to every NPC in the game. It is just about conceivable that if you complete every quest in the game and then some that you might meet every NPC there is, but I don't see how it's logical to suggest that they all might know Vilanus Villa and know he has a message for you. We need to limit who speaks to you on this topic. We must set some response conditions.
The third major problem is that this topic has been added to every NPC in the game. It is just about conceivable that if you complete every quest in the game and then some that you might meet every NPC there is, but I don't see how it's logical to suggest that they all might know Vilanus Villa and know he has a message for you. We need to limit who speaks to you on this topic. We must set some response conditions.


==Conditions==
==Conditions==


The conditions box in the Topic Tab is used to limit who gets to say a particular response.
The conditions box in the Topics Tab is used to limit who gets to say a particular response. We can limit this in many ways.


We can limit this in many ways
For example, Restrict by group ([[GetInFaction]]), race ([[GetRace]]) or limit to only one NPC ([[GetIsID]]), Restrict by Worldspace, City, Cell or distance from a particular chair, Restrict by Game Time, Season, Weather or progress of quest.


For example, Restrict by group (GetInFaction), race (GetRace) or limit to only one NPC (GetIsID),Restrict by Worldspace, City, Cell or distance from a particular chair, Restrict by Game Time, Season, Weather or progress of quest
Open up the topics tab, select the BGMMessage4u topic and highlight the response we added earlier.
 
Open up the topic tab, select the BGMMessage4u topic and highlight the response we have added earlier.


At the bottom of the window is the condition box.  
At the bottom of the window is the condition box.  
Again we can use Right Click-New to add conditions or we can click on the new button at the bottom of the tab page.
Again we can use Right-click + New to add conditions, or we can click on the New button at the bottom of the tab page.


The organization of these is the same as the quest conditions we set before.
These conditions are just like the ones we used in Quest Data before.


The default position is to add a topic to all NPCs and we need to use the conditions to reduce this number.  
By default, all NPCs will have our new topic available. We need to use conditions to choose which NPCs can or can't display our topic.
 
Again what conditions you apply is up to you, and the nature of the topic and response.
This particular topic is a general one and we want to set some general conditions just to reduce the number of NPCs that can use it.  
This particular topic is a general one and we want to set some general conditions just to reduce the number of NPCs that can say it.  


First let's get rid of a number of races. Why?  
First let's get rid of a number of races. Why?  
Well in the middle part of the window is the response box.  
Well, in the middle part of the window is the response box.  
Double click on the response to the BGMMessage4u topic to re-open the pop-up response dialog box.  
Double click on the response to the BGMMessage4u topic to re-open the pop-up response dialog box.  
Have a look at the lower section and you can see a long list.
Have a look at the lower section and you can see a long list.
   
   
This is the list of expected MP3 files which we would need to create. It is very long.
This is the list of expected MP3 files which we would need to create. It is very long; it expects both a male and female response for every single race.  
It expects both a male and female response for every race.  


We can remove some of these to make our life easier later on
We can remove some of these to make our life easier later on, when it's time to record.


Select new in the condition box with this response highlighted.
Select New in the condition box with the response "I hear a lawyer named..." highlighted.


In the function drop down menu, scroll down to the function GetIsRace.
In the ''Condition Function'' drop down menu, scroll down to the function [[GetIsRace]].  
The function parameter box now reads invalid.  
Click on the ''Function Parameter'' box and a list of races will be displayed. These are the valid parameters for this function.  
Click on this and a list of playable races is display.  
Select "Argonian" from the list.  
Select Argonian from the list.  
The comparison reads == by default, so you can leave that unchanged.
The comparison reads == which is correct.  
The value current reads 1.0000. This is value the function [[GetIsRace]] would give if the character's race was in fact "Argonian".  
The value current reads 1.000. This is mathematic speak for a true response.  
We want to change this to the negative response: 0.0000.
We want to change this to the false response 0.000.


In English this means:  
In English this means:  


Look at the Actor who might say this response. Check what race they are in. If they are not an Argonian (Argonian== 0.000) then carry on.  
Look at the Actor who might use this response. Check what race they are. If they are not an Argonian, then carry on.
If they are an Argonian they fail this condition and they cannot say this line.
Otherwise, they are an Argonian and should not be able to use this line.


(Note the condition Argonian == 0 is mathematically the same as Argonian != 1)
(Note that the condition Argonian == 0 is logically equivalent to Argonian != 1)


Now, let's add a few more Race conditions.  
Now, let's add a few more Race-based conditions.  
Right click in the condition box.
Right-click on the condition we just created and copy it using the Copy option from the menu.
Select the condition and copy it using the options in the menu.  
Now right-click again and paste.  
Now right click and paste.  
We now have an exact copy of our condition.  
We now have an exact copy of our condition.  


In the parameter box click on it and change the race to Elf.  
Click on the parameter box and now choose "Elf".
We now have two races excluded.  
We now have two races excluded.
 
Repeat this process to exclude the other races, until we are left with Bretons, Redguards Imperials and Nords. (I.e. the Human Races).
 
Is this some sort of cultural imperialism on my part?


No It's just I reckon I could add an MP3 file which might sound passable in these races. Orcs, Argonians, and Khajiits have unique voice types that are harder to replicate. It is a matter of style and choice. If you want to extend the range do so.  
Repeat this process to exclude the other races, until we are left with Bretons, Redguards, Imperialsm and Nords (i.e. the Human races).


We call conditions set to == 0 as exclusive conditions since they exclude a group or individual from being in that response.
Is this some sort of cultural imperialism on my part? No, it's just that I reckon I could add an MP3 file which might sound passable for those races. Orcs, Argonians, and Khajiits have unique voice types that are harder to replicate. It is a matter of style and choice. If you want to extend the range, do so.  


We also want to limit the places that these lines are valid.  
We call these conditions "exclusive conditions" because they exclude a group or individual from using that response.


Again I could have chosen any number of locations.  
We also want to limit the in-game locations where these lines are valid.  


I choose the Imperial City because it is after all the Capital, and most PC's will at some time visit the City. It is as ever about style rather than technique and you are free to choose your own path. All major locations, including the cities have special cells created to allow us to do conditions easier.  
All major locations, including the cities, have special "dummy cells" created to allow us to use a single condition on many individual locations. The game searches for cells with a given text string at the beginning of its name. So if we select a cell called "IC", it actually triggers every cell that begins with "IC". Everything from ''ICPalaceLibrary'' to ''ICTalosPlazeTheTiberSeptimHotelUpstairs''.


The game then searches for cells with that text string at the beginning. So by selecting a cell called IC, it actually triggers every cell which begins IC even if that cell then has a lot of other text after it.  
If you called a cell Icnatta or something else that also begins with "IC", even though this cell might have nothing to do with the Imperial City, the catch all nature of the "IC" description means that that cell will also be triggered. This would conflict with the Imperial City's naming prefix. This means we do need to be careful when naming cells.
It also means that we can use this trick ourselves. If we create huge mods that add towns or cities, we can use prefixes in the same way. By carefully naming all my external and interior cells VeronaHouseSomethingorOther, we could then create a "dummy" (i.e., completely empty and unused) cell called VeronaHouse, which would allow us to use VeronaHouse in condition statements and identify if something was anywhere in the Verona House area.


If you called a cell Icnatta or some such, even though this cell might be nothing to do with the Imperial City the catch all nature of the ‘IC' description means it will be considered as part of the Imperial City. This means we do need to be careful when naming cells.
I choose the Imperial City (again, I could have chosen any number of locations) because it is the Capital, and most players will at one point or another visit the City. It is as ever about style rather than technique and you are free to choose your own path.  
It also means of course that we can use this trick if we create huge mods that add towns or cities. By carefully naming all my external and interior cells VeronaHouseSomethingorOther, I could then create a dummy, or completely empty cell called VeronaHouse, which would allow me to use VeronaHouse in condition statements and identify if an event or character was taking place in the Verona House area.


In the condition box select new.  
In the condition box select New.  


Now select condition function GetInCell.  
Now select condition function [[GetInCell]].  
The parameter for this is again initially invalid until we click on it and from the drop down menu select a cell. You can only select cells that are named and unique. Notice all those exterior cells called wilderness don't show up.If you wish to use an exterior cell you must give it a unique name.  
The parameter for this is initially invalid until we click on it select a cell from the menu. You can only select cells that are named and unique. Notice that all those exterior cells called "Wilderness" don't show up. If you wish to use an exterior cell, you must give it a unique name.  


Set the condition to test.  
Set the condition to test. (This is an inclusive condition, since it includes a group in that response.)  
(This is an inclusive condition, since it includes a group in that response.)  


Another way to select groups is by using factions (see lesson 7 for more details on creating a Faction)
Another way to select groups is by using [[faction]]s (see lesson 7 for more details on creating a Faction)
   
   
One such faction is the ICFaction. It groups all the NPCs who are considered citizens of this city. It is a useful way to distinguish between the merchants', soldiers, and workers of the capital and a tourist from Chorrol who is passing through. We can use this to again include or exclude factions
One such faction is the ICFaction. It groups all the NPCs who are considered citizens of this city. It is a useful way to distinguish between the merchants, soldiers, and workers of the capital and a tourist from Chorrol who is passing through.


Set up a NEW condition.  
Set up a new condition.  


Choose the GetInFaction function, and then choose the ICFaction from the list to get a new condition
Choose the [[GetInFaction]] function, and then choose the ''ICFaction'' from the list to get a new condition.
Finally we want to exclude our NPC Vilanus Villa from saying these lines. This is why we added him to the game first.
Finally, we want to exclude our NPC Vilanus Villa from using these lines. It would be awfully silly if Vilanus himself told us, "I hear a lawyer named Vilanus Villa is looking for you."
To do this we use the condition function GetIsID.  
To do this we use the condition function [[GetIsID]].  
Then from the parameter list select BGVilanusVilla.   
Then from the parameter list we select BGVilanusVilla.   
Remember to set the value to 0 so that your condition doesn't include him.
Remember to set the value to == 0 (or != 1) so that your condition EXCLUDES him.


Finally, we want to set a condition that removes this topic from all potential speakers once we have met Villa.
Finally, we want to set a condition that removes this topic from all potential speakers once we have met Villa.


Create a new condition.  
Create a new condition.  
Choose the GetStage Function, then select our quest (BGM001) from the list. Change the 'Comparison' to < (less than), and the value to ten.  
Choose the [[GetStage]] Function, then select our quest (BGM001) from the list. Change the 'Comparison' to < (less than), and the value to ten.  
This runs a check to ensure the PC hasn't advanced at all in the quest, effectively removing it from all NPC's if it has.
This runs a check to ensure the PC hasn't advanced at all in the quest, effectively removing it from all NPC's if it has.


Line 834: Line 810:
First create a new topic called BGMVilanusVilla using the method we have just used (Right Click-New). You can leave the response blank for now.
First create a new topic called BGMVilanusVilla using the method we have just used (Right Click-New). You can leave the response blank for now.


On the Right hand side of the Topic Tab window are three boxes called
On the Right hand side of the [[Topics Tab]] window are three boxes called


;Add Topic
;Add Topic
Line 857: Line 833:
Let's summarise what we have for this first topic
Let's summarise what we have for this first topic
{| class="wikitable" border="1" cellpadding="5"
{| class="wikitable" border="1" cellpadding="5"
!colspan=2|'''BGMMessage4u'''
|-
|-
!  TOPIC
!  TOPIC
BGMMessage4u (Message for you)
|  Message for you
|-
|-
!  RESPONSE
!  RESPONSE
|  I hear a Lawyer called Vilanus Villa is looking for you
|  I hear a lawyer named Vilanus Villa is looking for you.
|-
|-
!  CONDITIONS
!  CONDITIONS
| GetIsRace Argonian == 0 etc.<br>
|
GetInCell ‘IC’ == 1<br>
* GetIsRace 'Argonian' == 0, etc.<br>
GetInFaction ‘ICFaction’ == 1<br>
* GetInCell 'IC' == 1<br>
GetIsID BGVilanusVilla == 0<br>
* GetInFaction 'ICFaction' == 1<br>
GetStage BGM001 < 10<br>
* GetIsID 'BGVilanusVilla' == 0<br>
* GetStage 'BGM001' < 10<br>
|-
|-
!  ADD TOPICS
!  ADD TOPICS
| BGVilanusVilla (in add topic box)
|
* BGVilanusVilla
|-
|-
!  RESULT SCRIPT
!  RESULT SCRIPT
|  SetStage BGM001 10 (compile)
|
  SetStage BGM001 10
|}   
|}   
I'll use these summaries throughout these tutorials as a direction for you to use. I have used this table as a template when planning my own quests and found them really useful. Remember if you get stuck refer to the PLAY TEST version to see how it should look.
I'll use these summaries throughout these tutorials. I have used this table as a template when planning my own quests, and I find it really useful. Remember, if you get stuck refer to the PLAY TEST (BGModTutPlayTest) version to see how it should look.


==Stage Update==
==Stage Update==


Now return to the quest stage tab.
Now return to the quest stages tab.


We have now progressed through the quest to stage 10. We can of course leave this blank. Sometimes we want to stage bump simply to activate/deactivate conditions that use the GetStage function.  
We have now progressed through the quest to stage 10. We can of course leave this blank. Sometimes we want to stage bump simply to activate/deactivate conditions that use the GetStage function.  
Line 887: Line 867:
Let's do this. It's the same old routine. Right Click and new in the Log Entry box. Add a suitable bit of text like:
Let's do this. It's the same old routine. Right Click and new in the Log Entry box. Add a suitable bit of text like:


''I have been told a lawyer called Vilanus Villa is looking for me. I should find out where he is staying. He may have important news for me.''
''I have been told a lawyer called Vilanus Villa is looking for me. I should find out where he is staying. He may have important news for me.''


Ok, we have now added a topic called '''BGMMessage4u.
Ok, we have now added a topic called ''BGMMessage4u''.


For now, save and go test.  
For now, save and go test.  
Line 895: Line 875:
You should now find that this topic only appears for human characters in the Imperial City. Try in other locales like Anvil, etc. to make sure. When you're done, come back and we can move on.
You should now find that this topic only appears for human characters in the Imperial City. Try in other locales like Anvil, etc. to make sure. When you're done, come back and we can move on.


When you click on the "BGMMessage4u" topic in the game the topic Vilanus Villa will now automatically be added.  
When you click on the ''BGMMessage4u'' topic in the game the topic Vilanus Villa will now automatically be added.  


I don't intend to continue to give you a click-by-click method for every topic and response. Remember the basic idea of right click and select.
I don't intend to continue to give you a click-by-click method for every topic and response. Remember the basic idea of right click and select.
Line 901: Line 881:
Let's move on.
Let's move on.


Select the BGVilanusVilla topic we added earlier and add a response (See table below). This response should direct the player to the Talos District of the Imperial City.  
Select the ''BGVilanusVilla'' topic we added earlier and add a response (See table below). This response should direct the player to the Talos District of the Imperial City.  


We need some conditions.  
We need some conditions.  


Since this is a direct follow-on from "BGMMessage4u", we can use the same conditions to do the job.  
Since this is a direct follow-up from'BGMMessage4u'', we can use the same conditions to do the job.  
In the "BGMMessage4u" condition box, right click and select copy all conditions and then paste these into the BGVilanusVilla response.  
In the ''BGMMessage4u'' condition box, right click and select copy all conditions and then paste these into the ''BGVilanusVilla'' response.  


This response is fine, unless of course we are already in the Talos district.
This response is fine, unless we're talking to someone who's already in Talos Plaza.
   
   
We need to add one more condition to account for this by using the GetInCell function.
We need to add one more condition to account for this by using the [[GetInCell]] function. We also need to update the stage values that [[GetStage]] checks for.
 
{| class="wikitable" border="1" cellpadding="5"
{| class="wikitable" border="1" cellpadding="5"
!colspan=2| '''BGMVilanusVilla'''
|-
|-
!  TOPIC
!  TOPIC TEXT
BGVilanusVilla (Vilanus Villa)
"Vilanus Villa"
|-
|-
!  RESPONSE
!  RESPONSE
|  I believe he is staying in the Talos district
"I believe he's staying in Talos Plaza."
|-
|-
!  CONDITIONS
!  CONDITIONS
| GetInRace Argonian == 0 etc.<br>
|
GetInCell ‘IC’ == 1<br>
*GetIsRace 'Argonian' == 0, etc.
GetInFaction ‘ICFaction’ == 1<br>
*GetInCell 'IC' == 1
GetIsId BGVilanusVilla == 0<br>
*GetInFaction 'ICFaction' == 1
GetStage BGM001 < 20<br>
*GetIsId 'BGVilanusVilla' == 0
'''GetInCell ‘ICTalosDistrict’ == 0'''<br>
*'''GetStage 'BGM001' < 20'''
*'''GetInCell 'ICTalosPlaza' == 0'''
|-
|-
!  ADD TOPICS
!  ADD TOPICS
Line 933: Line 916:
|  ''No script''
|  ''No script''
|}  
|}  
For this topic we need to add another response.  
 
Right click and select new in the info box.
We should also add responses that only work inside Talos Plaza. This next one should direct the player to the Imperial Hotel where we placed Vilanus Villa. Again, we can copy the conditions by using the copy and paste method, and then change the last condition (GetInCell 'ICTalosPlaza') to 1. (You could also duplicate the entire response by right-clicking and selecting copy, and then edit the duplicate from there.)
This one should direct the player to the Imperial Hotel where we placed Vilanus Villa. Again we can copy the conditions across by using the copy and paste method, and then change the last condition to 1.
 
{| class="wikitable" border="1" cellpadding="5"
{| class="wikitable" border="1" cellpadding="5"
!colspan=2| '''BGMVilanusVilla'''
|-
|-
!  TOPIC
!  TOPIC TEXT
BGVilanusVilla (Vilanus Villa)
"Vilanus Villa"
|-
|-
!  RESPONSE
!  RESPONSE
|  I believe he is staying in the Imperial Hotel
"I believe he is staying in the Tiber Septim Hotel."
|-
|-
!  CONDITIONS
!  CONDITIONS
| GetInRace Argonian == 0 etc.<br>
|
GetInCell ‘IC’ == 1<br>
*GetIsRace 'Argonian' == 0, etc.
GetInFaction ‘ICFaction’ == 1<br>
*GetInCell 'IC' == 1
GetIsID BGVilanusVilla == 0<br>
*GetInFaction 'ICFaction' == 1
GetStage BGM001 < 20<br>
*GetIsID 'BGVilanusVilla' == 0
'''GetInCell ‘ICTalosDistrict’ == 1'''<br>
*'''GetStage 'BGM001' < 20'''
*'''GetInCell 'ICTalosPlaza' == 1'''
|-
|-
!  ADD TOPICS
!  ADD TOPICS
Line 959: Line 944:
|}  
|}  


If you wanted to get really flashy we could add another response for the occasions when we ask NPCs about Vilanus Villa in the hotel itself.  
If you wanted to get really flashy you could add another response for the occasions when we ask NPCs about Vilanus Villa inside the hotel itself. However, I have not done this to save a bit of time. Feel free to try this yourself. A response like "Yeah I've seen him around here." would do. Don't forget to copy the conditions and alter the GetInCell parameter. Also remember that [[GetInCell]] matches the beginning of the cell strings, so you should add another [[GetInCell]] condition to the second response which excludes the Hotel cell (so that the response "I believe he is staying in the Imperial Hotel." shows up everywhere in Talos Plaza EXCEPT for the hotel itself).
However, I have not done this to save a bit of time. Feel free to try this yourself. A response like ‘Yeah I've seen him around here.' would do.  
Don't forget to copy the conditions and alter the GetInCell parameter.


==Using the GREETING topic==
==Using the GREETING topic==


Another way to pass on information via dialogues is to use the GREETING topic. If you remember the discussion in lesson four about how conversations work, all dialogues begin with a GREETING, which is selected by the game from the GREETING topic.  
Another way to pass on information via dialogues is to use the GREETING topic. If you remember the discussion in Lesson 4 about how conversations work, all dialogues begin with a GREETING, which is selected by the game from the GREETING topic.  
If we add our own greeting and set the right conditions we can force a start to a dialogue.  
If we add our own greeting and set the right conditions we can force a start to a dialogue.  
In the topic tab select Right Click-Add and add GREETING. This already exists so you will not need to create a new topic when the list appears.
In the topics tab add GREETING. This topic already exists, so you will not need to create a new topic when the list appears.


We can now add Vilanus Villa's little speech.  
We can now add Vilanus Villa's little speech.  
This is quite a long response so we should split it up.
This is quite a long response so we should split it up to reduce the amount of text that appears on the screen at any given time.  
This reduces the amount of text that appears on the screen at any one time.  
Add this response first to the GREETING topic. Note this is blank because there are no GREETING responses added by this quest yet.
Add this response first to the GREETING topic. Note this is blank because there are no GREETING responses added by this quest yet.


:''Hello, my name is Vilanus Villa and I've been looking for you. I'm afraid I have some bad news
''Hello, my name is Vilanus Villa and I've been looking for you. I'm afraid I have some bad news.''


Now click OK to add the response.
Now click OK to add the response.


Then in the centre response details box, not the upper info box, right click and add a new response. You'll get a new interface to write in.
Then in the ''Response Details'' box (not the upper info box), add a new line of response text. You'll get a new interface to write in.
 
:''Your uncle has passed away peacefully in his sleep.


Then add another
''Your uncle passed away peacefully in his sleep.''


:''I have been asked to look after his last will and testament
Then add another:


We can go adding new lines to this response info if we wish. In the top box we can see the number of responses increments to 3. The text appears in the top box as:
''I have been asked to look after his last will and testament.''


''
We can go on adding new lines to this response info if we wish. In the top box we can see the number of responses increments to 3. The text appears in the top box as:
Hello, my name is Vilanus Villa and I've been looking for you. I'm afraid I have some bad news || Your uncle has passed away peacefully in his sleep. || I have been asked to look after his last will and testament.''


''Hello, my name is Vilanus Villa and I've been looking for you. I'm afraid I have some bad news. || Your uncle passed away peacefully in his sleep. || I have been asked to look after his last will and testament.''


With the || indicating the separate lines of this single response info
With the || indicating separate lines of this single response.


We need to add some conditions, to control who says these lines. This is very important when using the GREETINGS topic as this is so wide spread within the game. While it is silly that every character could respond to BGMMessage4u, it is dangerous to have an unconditional greeting as this might override every other Greeting in the game and prevent other quests from running as intended.
We need to add some conditions, to control who says these lines. This is very important when using the GREETINGS topic as this is so wide spread within the game. While it is silly that every character could respond to ''BGMMessage4u'', it is dangerous to have an unconditional greeting, as this might override every other greeting in the game and prevent other quests from working properly.


Limiting a response to just one character is easier than using groups.  
Limiting a response to just one character is easier than using groups.  


We can use the GetIsID function.  
We can use the [[GetIsID]] function for this.  


We need to have an NPC reference which is why we built BGVilanusVilla first. We will also restrict this response to the opening stage of our quest.
We need to have an NPC reference, which is why we built ''BGVilanusVilla'' first. We will also restrict this response to the opening stage of our quest.


* '''GetStage BGM001==10'''
* '''GetStage 'BGM001' <= 10'''
* '''GetIsID BGVilanusVilla==1'''
* '''GetIsID 'BGVilanusVilla' == 1'''


Now we want to add a new topic called BGWill. However, there is an issue (and many thanks to Hecks for pointing this out) when adding topics to the GREETING or indeed any existing Bethesda topic. For technical reasons, the topic might not get added if more than one plug-in is attempting to use GREETING to add a topic.
Now we want to add a new topic called ''BGWill''. However, there is an issue (and many thanks to Hecks for pointing this out) when adding topics to the GREETING or indeed any existing Bethesda topic. For technical reasons, the topic might not get added if more than one plug-in is attempting to use GREETING to add a topic.
I'll be honest and say I don't know why this happens. It's not difficult to work around once you know the issue exists. When I found out it took me thirty seconds in the CS to fix.
I'll be honest and say I don't know why this happens. It's not difficult to work around once you know the issue exists. When I found out it took me thirty seconds in the CS to fix.


First create a new topic which we can reference called BGWill (Right Click, etc).  
First create a new topic called ''BGWill''.  


Now add this by now familiar script function to the result script for this info response.
Now add this to the result script for the GREETING response.


  AddTopic BGWill
AddTopic BGWill


Job Done.
Job Done.
Line 1,018: Line 998:
The speech that Villa gives contains a lot of exposition, and we don't want to force the player to repeat this every time.  
The speech that Villa gives contains a lot of exposition, and we don't want to force the player to repeat this every time.  


We can stop this by setting up what I call a conditional pair of responses.
We can stop this by setting up a pair of conditional responses.


==Conditional Pairs==
==Conditional Pairs==
Line 1,025: Line 1,005:


These might take the form
These might take the form
 
<pre>
Response 1: Long Explanation
Response 1: Long Explanation
Response 2: Short Explanation
Response 2: Short Explanation
Line 1,034: Line 1,014:
Response 1: ‘Ah you've found the widget my friend'
Response 1: ‘Ah you've found the widget my friend'
Response 2: ‘You must find the widget my friend'
Response 2: ‘You must find the widget my friend'
</pre>
Let's try this


Let's try this
Add a new variable called MetVilla to the top of the Quest Script (under the quest data tab). We should declare any variables used by the quest in the Quest-type script.
 
<pre>
SCN BGM001QuestScript
Short DoOnce1
Short MetVilla
 
Begin GameMode
 
If (DoOnce1 == 0)
AddTopic BGMMessage4U
Set DoOnce1 to 1
EndIf


Add a new variable called MetVilla to the top of the Quest Script (under the quest data tab). We need to declare any variables used in results scripts in the quest script . Think of the results scripts as children of the parent quest script. We declare the childs variables in the parent script.
End
</pre>


This is automatically set at zero. We can use the response result box to bump this up to one after speech with this bit of script .
This variable will be automatically set to zero. We can use the response result box to bump this up to one after the speech with a bit of script. Add this in after "AddTopic BGWill".


   Set BGM001.MetVilla to 1
   Set BGM001.MetVilla to 1


Don't forget to click the compile button.
Don't forget to click the compile button!


Summarising the first response
Summarising the first response:
{| class="wikitable" border="1" cellpadding="5"
{| class="wikitable" border="1" cellpadding="5"
!colspan=2| '''GREETING'''
|-
|-
!  TOPIC
!  TOPIC TEXT
|  GREETING
|  GREETING
|-
|-
!  RESPONSE
!  RESPONSE
|   
|   
* Hello, my name is Vilanus Villa and I've been looking for you. I'm afraid I have some bad news.
* "Hello, my name is Vilanus Villa and I've been looking for you. I'm afraid I have some bad news."
* Your uncle has passed away peacefully in his sleep.
* "Your uncle has passed away peacefully in his sleep."
* I have been asked to look after his last will and testament.
* "I have been asked to look after his last will and testament."
|-
|-
!  CONDITIONS
!  CONDITIONS
| GetStage BGM001==10<br>
|
GetIsID BGVilanusVilla==1<br>
*GetStage 'BGM001' <= 10
'''GetQuestVariable BGM001.MetVilla == 0'''<br>
*GetIsID 'BGVilanusVilla' == 1
*'''GetQuestVariable 'BGM001.MetVilla' == 0'''
|-
|-
!  ADD TOPICS
!  ADD TOPICS
| BGWill
| ''No add topic''
|-
|-
!  RESULT SCRIPT
!  RESULT SCRIPT
|  Set BGM001.MetVilla to 1
|
AddTopic BGWill
  Set BGM001.MetVilla to 1
|}  
|}  
We can then add this alternative response info to the GREETING topic
 
 
We can then add this alternative response info to the GREETING topic:
 
{| class="wikitable" border="1" cellpadding="5"
{| class="wikitable" border="1" cellpadding="5"
!colspan=2| '''GREETING'''
|-
|-
!  TOPIC
!  TOPIC TEXT
|  GREETING
|  GREETING
|-
|-
!  RESPONSE
!  RESPONSE
|  Whenever you want to talk about your uncle's will, let me know
"Whenever you want to talk about your uncle's will, let me know."
|-
|-
!  CONDITIONS
!  CONDITIONS
| GetStage BGM001==10<br>
|
GetIsID BGVilanusVilla==1<br>
*GetStage 'BGM001' <= 10
'''GetQuestVariable BGM001.MetVilla == 1'''<br>
*GetIsID 'BGVilanusVilla' == 1
*'''GetQuestVariable 'BGM001.MetVilla' == 1'''
|-
|-
!  ADD TOPICS
!  ADD TOPICS
|  ''No script''
|  ''No add topic''
|-
|-
!  RESULT SCRIPT
!  RESULT SCRIPT
|  ''No add topic''
|  ''No script''
|}  
|}  
The first time we greet him he gives the longer speech, the second time a shorter one.
The first time we greet him he gives the longer speech, the second time a shorter one.


We can now add another multi line response info to the BGWill topic added by the first response.  
We can now add response info to the ''BGWill'' topic.


Try this one yourself using this summary to guide you.  
Try this one yourself using this summary to guide you.  
Don't forget the quest bump script.  
Don't forget the quest bump script.  
You will need to add a new topic called BGHubart.
You will need to add a new topic called ''BGHubart''.
{| class="wikitable" border="1" cellpadding="5"
{| class="wikitable" border="1" cellpadding="5"
!colspan=2| '''BGWill'''
|-
|-
!  TOPIC
!  TOPIC TEXT
BGWill
"My uncle's will"
|-
|-
!  RESPONSE
!  RESPONSE
|   
|   
* Apparently your uncle has some property here in Cyradiil. I am not sure where though.
* "Apparently your uncle had some property here in Cyrodiil. I'm not sure where, though."
* I was expecting a courier to deliver the details but he has not shown up.
* "I was expecting a courier to deliver the details, but she hasn't shown up."
* Captain Hubart of the Chorrol Guard has written to explain the courier did not make it to his Chorrol rendezvous.
* "Captain Hubart of the Chorrol Guard notified me that the courier never made it to her stop in Chorrol."
* You will have to go to Chorrol to check with him what is going on. Here is a copy of his letter.
* "You will have to visit him in Chorrol to find out more about what's going on. Here's the letter he sent me."
|-
|-
!  CONDITIONS
!  CONDITIONS
| GetStage BGM001==10<br>
|
GetIsID BGVilanusVilla==1
*GetStage 'BGM001' <= 10
*GetIsID 'BGVilanusVilla' == 1
|-
|-
!  ADD TOPICS
!  ADD TOPICS
| BGHubart
|
*BGHubart
*BGMVilanusVilla (In case the player talked to Vilanus before using the "Message for you" topic)
|-
|-
!  RESULT SCRIPT
!  RESULT SCRIPT
|  SetStage BGM001 20
|
  SetStage BGM001 20
|}  
|}  
Again we have a stage bump, this time to Stage 20
Add to the Quest Stage a journal update


:''I have been told that I may have inherited some property, but the courier carrying the details has gone missing. I will need to go to Chorrol and speak to a Captain Hubart of the Chorrol guard to get more details
Again we have a stage bump, this time to stage 20.
In the Quest Stages tab, add a journal entry for stage 20.
 
''I've been told that I may have inherited some property from my late uncle, but the courier carrying the details has gone missing. I will need to go to Chorrol and speak to a Captain Hubart of the Chorrol Guard to get more information.''


We will also add a Quest Stage Result Script.
We will also add a Quest Stage Result Script.
Line 1,126: Line 1,138:
But first we need to create a prop letter, so we can refer to it in the script.
But first we need to create a prop letter, so we can refer to it in the script.


Again we can create a ‘new' item, but it means trying to add artwork to the game, and unless we want the letter or scroll to look completely unique, and have some talent in that direction, it is a chore we don't need to do.
Again we can create a new item from scratch, but it means trying to add artwork to the game. Unless we want the letter or scroll to look completely unique, and have some talent in that direction, it is a chore we don't need to do.


Instead select any letter from the object/items/books list in the object window, change its ID to something meaningful like ‘BGHubartLetter'  
Instead, select any letter from the Items->Book list in the object window, change its ID to something meaningful like ''BGHubartLetter''.


The text on the right hand side indicates the content of the letter. We can edit this. I will look at the precise details and syntax needed to produce text in  another lesson.  
The text on the right hand side indicates the content of the letter. We can edit this. I will look at the precise details and syntax needed to produce text in  another lesson. It uses standard HTML tags.  
It uses standard HTML instructions.  
For now, the key command is <nowiki><br></nowiki>, which produces a 'line break' or 'new line'. The font face can be left alone.
For now the key command is <nowiki><br></nowiki> which produces a line break, or new line. Leave the font face alone.


'''BGHubartLetter'''
'''BGHubartLetter'''
Line 1,140: Line 1,151:
<br>
<br>
<br>
<br>
I regret to inform you that the White Horse courier Janus Jakobs, who you asked me to meet, has not arrived for her expected rendezvous. I know you where expecting some important documents to arrive.<br>
I regret to inform you that the White Horse courier Janus Jakobs, who you asked me to meet, has not arrived for her expected rendezvous. I know you were expecting some important documents to arrive.<br>
<br>
<br>
I don't have enough man power to launch a search. Perhaps you can find someone willing to assist in finding Jakobs.
I don't have enough man power to launch a search; perhaps you could find someone willing to assist me in finding Jakobs?
<br>
<br>
<br>
<br>
I look forward to hearing from you old friend.
I look forward to hearing from you, old friend.
<br>
<br>
<br>
<br>
Line 1,152: Line 1,163:
Captain Hubart
Captain Hubart
</nowiki></pre>
</nowiki></pre>
Save the letter as a new form.
Save the letter, AND MAKE SURE YOU CLICK 'YES' TO CREATE A NEW FORM.
Of course you are free to use your own text instead.
 
Now, type this in the results script box for stage 20:


Now type this in the results script box for Stage 20 and compile it using the button below.
  Player.AddItem "BGHubartLetter" 1


  Player.additem "BGHubartLetter" 1
Then click the "Compile Result" button.


We can also add a new response info to the topic called BGHubart, to direct the player to Chorrol
We can also add a new response info to the topic called ''BGHubart'', to direct the player to Chorrol:
{| class="wikitable" border="1" cellpadding="5"
{| class="wikitable" border="1" cellpadding="5"
!colspan=2| '''BGHubart'''
|-
|-
!  TOPIC
!  TOPIC TEXT
BGHubart (Captain Hubart)
|  Captain Hubart
|-
|-
!  RESPONSE
!  RESPONSE
|  You’ll find him in Chorrol
"You’ll find him in Chorrol."
|-
|-
!  CONDITIONS
!  CONDITIONS
| GetStage BGM001==20<br>
|
GetIsID BGVilanusVilla==1
*GetStage 'BGM001' == 20
*GetIsID 'BGVilanusVilla' == 1
|-
|-
!  ADD TOPICS
!  ADD TOPICS
Line 1,181: Line 1,195:
Try this for yourself. You can always refer to the PLAYTEST version if you get stuck.  
Try this for yourself. You can always refer to the PLAYTEST version if you get stuck.  


We have completed phase one, now we move to Chorrol.
We have completed phase one. You should stop to test everything out before moving on. Just test a few conditions to make sure that everything is working, and that you haven't made any small mistakes.


==Chorrol Phase==
==Chorrol Phase==


Objectives: - In this phase of the quest we want to use a new NPC called Hubart to direct the player to solve a mystery. He will direct the player to a cottage, where they will discover a mysterious medallion and the dead body of the courier. Hubart will then be able to help us move on to Aleswell and the next phase.
In this phase of the quest we want to use a new NPC called Captain Hubart to direct the player to solve a mystery. He will direct the player to a cottage, where they will discover a mysterious medallion and the dead body of the courier. Hubart will then be able to help us move on to Aleswell and the next phase.
 
We need


For this phase, we will need to create:
*NPC Captain Hubart
*NPC Captain Hubart
*NPC Dead Courier
*NPC Dead Courier
Line 1,196: Line 1,209:
*A cottage to house courier.
*A cottage to house courier.


Again we need to add the NPC first so we can reference him in conditions.
Again, we need to add the NPC first so we can reference him in conditions.


We can again use a new NPC object, but it really saves a lot of time and effort if we simply change the name and ID of an existing Chorrol Guard, I used ChorrolGuardPatrolNight01. Give him a ID to suit like BGCptHubart (Captain Hubart).
As always, we could use a new NPC object, but it really saves a lot of time and effort if we simply change the name and ID of an existing one. This time we can just copy a Chorrol Guard NPC, such as ''ChorrolGuardPatrolNight01''. Change the ID to ''BGCptHubart'', and save it as a new form.
Again strip out his AI, but we can leave his inventory as is, since the Chorrol guards' inventory already contains all we will need. We can also leave the factions alone as they work fine. I placed Hubart outside the Fire and Steel. (Hint a fast way to get to an exterior cell is to select the Fire and Steel interior, and the click on the teleport marker by the door)
Strip out the AI, but leave his inventory as is, since the Chorrol guard's inventory already contains all we need. We can also leave the factions alone. I placed Hubart outside the Fire and Steel shop in Chorrol (worldspace ''ChorrolWorld'').<br />
This is only his starting position. We can add AI's later to move the character about.
''Hint: a fast way to get to an exterior cell is to select the interior cell, and then click on the teleport marker by the door.''<br />
This is only his starting position. We can add AI packages later to move the character about.


We have to set up a new responses to the BGHubart topic.
We have to set up a new response to the ''BGHubart'' topic.


We could add a new topic but it is always a good idea to try to limit how many new topics we add, this reduces the ‘footprint' of the mod, and helps avoid possible conflicts with other mods.
We could add a new topic but it is always a good idea to try to limit how many new topics we add. This reduces the ‘footprint' of the mod, and helps avoid possible conflicts with other mods.


We want to set up a response that when any Chorrol based NPCs are questioned they will direct the PC toward the likely location of the good captain. Add conditions to limit, race to human, saving all that MP3 work, and the location to the Chorrol dummy cell. We can also limit the ‘timescale' to the current quest stage. Try this yourself. You can always refer to the play test version if you get stuck.
We want to set up a response so that when any Chorrol based NPCs are questioned they will direct the PC toward the likely location of the captain. Add conditions to limit the race to human again (saving all that MP3 work), and the location to the ''Chorrol'' dummy cell (thereby including all cells within Chorrol). We can also limit the ‘timescale' to the current quest stage (20). Try this yourself. You can always refer to the PLAYTEST version if you get stuck.


{| class="wikitable" border="1" cellpadding="5"
{| class="wikitable" border="1" cellpadding="5"
!colspan=2| '''BGHubart'''
|-
|-
!  TOPIC
!  TOPIC TEXT
BGHubart (Captain Hubart)
"Captain Hubart"
|-
|-
!  RESPONSE
!  RESPONSE
Ah yes I know him. He is usually on duty near the Fire and Steel
"He's usually on duty near the Fire and Steel."
|-
|-
!  CONDITIONS
!  CONDITIONS
| GetInRace Argonian == 0 etc.<br>
|
GetInCell ‘Chorrol’ == 1<br>
*GetIsRace 'Argonian' == 0, etc.
GetInFaction ‘ChorrolFaction’ == 1<br>
*GetInCell 'Chorrol' == 1
GetIsID BGCptHubart == 0<br>
*GetInFaction 'ChorrolFaction' == 1
GetStage BGM001>= 20
*GetIsID 'BGCptHubart' == 0
*GetStage 'BGM001' >= 20
|-
|-
!  ADD TOPICS
!  ADD TOPICS
Line 1,234: Line 1,250:
The first can be attached to Vilanus Villa topic, to reduce the ‘footprint'.
The first can be attached to Vilanus Villa topic, to reduce the ‘footprint'.


We can limit this using suitable conditions to Hubart only and using the current stage. ADD a TOPIC called BGCourier (Couriers)
First, add a TOPIC called ''BGCourier''.


{| class="wikitable" border="1" cellpadding="5"
{| class="wikitable" border="1" cellpadding="5"
!colspan=2| '''BGMVilanusVilla'''
|-
|-
!  TOPIC
!  TOPIC TEXT
BGVilanusVilla
"Missing courier"
|-
|-
!  RESPONSE
!  RESPONSE
|  Vilanus has sent you to investigate the courier’s disappearance.
"Vilanus has sent you to investigate the courier's disappearance?"
|-
|-
!  CONDITIONS
!  CONDITIONS
| GetIsID BGCptHubart == 1<br>
|
GetStage BGM001== 20
*GetIsID 'BGCptHubart' == 1
*GetStage 'BGM001' == 20
|-
|-
!  ADD TOPICS
!  ADD TOPICS
|  BGCourier
|   
*BGCourier
|-
|-
!  RESULT SCRIPT
!  RESULT SCRIPT
Line 1,255: Line 1,274:
|}  
|}  


Again try this and then refer to the Play test version if you are stuck.
Stop to test this out, and then refer to the PLAYTEST version if you are stuck.


Before we go any further we need to set the scene at the cottage.
Before we go any farther, we need to set the scene at the cottage.


==Locating the Cottage==
==Locating the Cottage==


''If you are using BGModTutBase.esp, you can use these cells: BGModCourierCottage in the Interiors world space, and CourierCottageExt in the Tamriel world space. The exterior building that matches the cottage is LeyawiinHouseLower03, and the door is LeyawiinLowerLoadDoor01.''
''If you are using BGModTutBase.esp, you can use these cells: BGModCourierCottage in the Interiors [[world space]], and CourierCottageExt in the Tamriel world space. The exterior building that matches the cottage is LeyawiinHouseLower03, and the door is LeyawiinLowerLoadDoor01.''


The cottage could be located anywhere in Tamriel. I think I've looked at just about every cell in compiling these tutorials and working on my mods. When selecting the location for this cottage, I took into account several factors. I wanted it to be West of Chorrol. I wanted it to be close to the main road. I knew I couldn't go too far as the road abruptly ends by a cliff, marking the edge of the Worldspace. I also decided to use the game to give me a little bonus or two.
The cottage could be located anywhere in Tamriel. I think I've looked at just about every [[cell]] in compiling these tutorials and working on my mods. When selecting the location for this cottage, I took into account several factors. I wanted it to be West of Chorrol. I wanted it to be close to the main road. I knew I couldn't go too far as the road abruptly ends by a cliff, marking the edge of the world space. I also decided to use the game to give me a little bonus or two.


Around this location, is a dungeon with some external guardians, some bandits and an oblivion gate. This means any NPC will be harassed by bad guys that we don't have to work too hard to create.
Around this location, is a dungeon with some external guardians, some bandits and an oblivion gate. This means any NPC will be harassed by bad guys that we don't have to work too hard to create.
Line 1,269: Line 1,288:
We want to set the internal scene in readiness for the PC's arrival. I have used a copy of the White Stallion Lodge as a base. We want to customise this. Again we can work on this in more detail when we polish the quest prior to release.
We want to set the internal scene in readiness for the PC's arrival. I have used a copy of the White Stallion Lodge as a base. We want to customise this. Again we can work on this in more detail when we polish the quest prior to release.


We want to remove some of the clutter. We also want to give the impression a fight has taken place. Tips some chairs and tables over (Y=90). Remember this set will be locked at the start and you will only use it for a short time, so don't go overboard. We also want to place some props. We need an amulet to trigger the next phase. Why an amulet. It's small enough that you have to look for It., without being so small that it becomes hard to find. Again use an existing item of jewellery as a base and edit it. I called it BGEmbossedAmulet. Set this as a Quest Item. This means the character can not drop or sell this item once he has picked it up.
We want to remove some of the clutter. We also want to give the impression a fight has taken place. Tips some chairs and tables over (Y=90). Remember this set will be locked at the start and you will only use it for a short time, so don't go overboard. We also want to place some props. We need an amulet to trigger the next phase. Why an amulet? It's small enough that you have to look for it, but not so small that it becomes hard to find. Copy an existing item of jewelry from Items->Clothing->Amulet as a base and edit it. Change the ID to ''BGEmbossedAmulet''. Check off the ''Quest Item'' box. The player can not drop or sell quest items.


We also want to create a custom letter with this text called BGPartialLetter. Set the letter as a quest item. We will refer to it in some scripts.
We also want to create a custom letter called ''BGPartialLetter''. Set the letter as a quest item. We will refer to it in some scripts.
<pre><nowiki>
<pre><nowiki>
<br>
<br>
Line 1,278: Line 1,297:
<br>
<br>
<br>
<br>
The client wishes his only living heir in Cyrodiil, to inherit his house, I have enclosed
The client wishes his only living heir in Cyrodiil to inherit his house. I have enclosed the deed and key. The location of the house is registered at the Imperial City Land Offices...<br>
the deed and key. the location is registerd at the Imperial City land offices ..<br>
<br>
<br>
<br>
<br>
Line 1,287: Line 1,305:
<br>
<br>
</nowiki></pre>
</nowiki></pre>
Of course this would look really cool if we could create a custom ‘ripped' scroll. But that is beyond the scope of these tutorials.
Of course it would look really cool if we could create a custom texture for a torn scroll, but that is beyond the scope of this tutorial.
 
Finally we want the body of the unfortunate courier.


Bodies are NPCs who just happen to be dead. You will need to create an NPC, don't bother too much about detail on this one as they are dead. I used the Courier1 npc as abase.
Finally we need to place the body of the unfortunate courier.


Place this character in to the render window, Edit her ID, and position in a suitable place. I put her in a side room so you don't see her straight away. . I also left a nice blood trail to lead you to her. Initially she will be standing up.
Bodies are NPCs who just happen to be dead. You will need to create another NPC. Use ''Courier1'' as the base.


First edit the NPCs health to read zero (0).
Place this character in the render window, set its ID to ''BGDeadCourierRef'', and position the corpse in a suitable place. I put her in a side room so you don't see her right away. I also left a nice blood trail to lead you to her. Initially, the NPC will be standing up.


To access her ability you will have to ensure that the PC offset flag is unchecked. Setting her health to 0 kills her.
Next click ''Edit Base'' to open the NPC window. Change the NPC's ID to ''BGDeadCourier''. Edit the NPC's health to read zero (0). (To access this stat, uncheck the ''PC Level Offset'' and ''Auto calc stats'' boxes.)


Now the awkward thing is the fact that she is just standing there. She will stay standing in the game unless we make her fall first. To get her to fall, click on the WORLD menu and select run havoc sim, now click this.
Now, the awkward thing is the fact that she is just standing there. She will stay standing in the game unless we make her fall first. To get her to fall, click on the WORLD menu and select ''Run Havok Sim'' (with the bouncing red ball). Down she goes.
 
Down she goes.


We can now drag her about to get the position right.
We can now drag her about to get the position right.


We have to now add the letter to the dead courier's inventory.
I also placed a sword which pointed directly at the amulet.


I also placed a sword which pointed directly at the amulet.
Next, we have to add the letter to the dead courier's inventory. Open the NPC window for ''BGDeadCourier'' and click on the ''Inventory'' tab. Then drag ''BGPartialLetter'' from the objects window over into the inventory list. You will be warned that the letter is a quest item. Just click OK.


Another useful technique is to create an NPC called something like BGDummyPlayer. Use any base you like. We will not place this NPC in the render window. Don't bother to edit anything other than the reference ID.
Another useful technique is to create an NPC called something like ''BGDummyPlayer''. We will not place this NPC in the world, so don't bother to edit anything other than the object ID.


We can now set the ownership of the door and cell (lesson 3) to BGDummyPlayer. This means that all items in the cottage will display the red hand, with the exception of the embossed amulet. This is a handy way to set ownership without having to create detailed NPCs. We can use BGDummyPlayer to set the ownership of all the doors and sets we want to prohibit our player from entering.
We can now set the ownership of the door and cell ([[A_beginner's_guide,_lesson_3_-_The_external_world#Matching_Interiors|Lesson 3]]) to ''BGDummyPlayer''. This means that all items in the cottage will display the red hand, with the exception of the embossed amulet. This is a handy way to set ownership without having to create detailed NPCs. We can use ''BGDummyPlayer'' to set the ownership of all the doors and sets we want to prohibit our player from entering.


Create a key called BGCourierKey. Again select an existing key and change the editor id. Edit the cottage door to set its lock status to ‘needs a key' and use this as the key.
Now create a key called ''BGCourierKey''. Select an existing key and change the editor ID. Also check the ''Quest Item'' box. Edit the cottage door to set its lock status to "Needs a key", and use our new object as the key.


We need to add two other items to the cottage.
We need to add two other items to the cottage.


We need to add an xmarker to the interior and the exterior a map marker.
We need to add an [[XMarker]] to the interior, and a [[map marker]] to the exterior.


We will find these under the Static Objects.
We will find these under the Static Objects.


Drop an xmarker or anxmarkerheading object inside the cottage and give it a reference name like BgCourierLodgeXMarker.
Drop an XMarker or an [[XMarkerHeading]] object inside the cottage and give it a reference name like ''BGCourierLodgeXMarker''.


Now select a MapMarker and drop it just outside the cottage door, in the exterior cell.
Now select a MapMarker and drop it just outside the cottage door, in the exterior cell. It looks a bit like a door teleport marker, but it's pink rather than yellow.
It looks a bit like a door teleport marker but is pink rather than yellow.


Edit its details to give it a reference name like BGMCCottageMapMarker
Edit its details to give it a reference name like ''BGCourierLodgeMapMarker''.


Open up the MapMarker Data tab, check the marker data tick box and select settlement.
Open up the MapMarker Data tab, check the marker data tick box and select settlement.
Theses flags control what type of icon appears on the players map.
Theses flags control what type of icon appears on the players map.


Finally in the name box call it Courier Cottage.
Finally in the name box call it Courier Cottage. This is the name that will appear on the map.
Again this is the name that will appear on the map.


We need to add a bit of script to enable it. First we need to add a bit more conversation.
We need to add a bit of script to enable it. First we need to add a bit more conversation.


Add the following multi line response and set conditions to limit it to Hubart and the current stage. First add stage 30 in the stage tab.
Add stage 30 in the stage tab, and create a topic named ''BGCluesFound'' (which we won't be editing just yet).
 
Then create the following topic.


{| class="wikitable" border="1" cellpadding="5"
!colspan=2| '''BGCourier'''
|-
!  TOPIC TEXT
|  Courier
|-
!  RESPONSE
* "She's usually very reliable, but she failed to turn up for our usual meeting."
* "She sometimes stays in a small cottage just west of here. I'll mark it on your map."
* "Here's a key to get you in. Let me know what you find out."
|-
!  CONDITIONS
|
*GetIsId 'BGCptHubart' == 1
*'''GetStage 'BGM001' == 20'''
|-
!  ADD TOPICS
|
*BGCluesFound
|-
!  RESULT SCRIPT
|
SetStage BGM001 30
|}


Add one more response to this topic in case the player tries to talk to Hubart again after they've been given the key to the cottage, but before they've found it.
{| class="wikitable" border="1" cellpadding="5"
{| class="wikitable" border="1" cellpadding="5"
!colspan=2| '''BGCourier'''
|-
|-
!  TOPIC
!  TOPIC TEXT
BGCourier (Courier?)
|  Courier
|-
|-
!  RESPONSE
!  RESPONSE
|   
|   
* She is usually very reliable. But she failed to turn up for our usual meeting.
"Did you check out the cottage?"
* She sometimes stays in a small cottage just west of here. I'll mark it on your map.
* Here is a key to get you in. Let me know what you find out.
|-
|-
!  CONDITIONS
!  CONDITIONS
| GetIsId BGCptHubart == 1<br>
|
GetStage BGM001>= 20
*GetIsId 'BGCptHubart' == 1
*'''GetStage 'BGM001' == 30'''
|-
|-
!  ADD TOPICS
!  ADD TOPICS
| BGCluesFound
| ''No add topic''
|-
|-
!  RESULT SCRIPT
!  RESULT SCRIPT
| SetStage BGM001 30
| ''No script''
|}  
|}  


Now in the stage tab for stage 30, add this to the journal:


''Hubart told me that the courier sometimes stays in a small cottage just west of Chorrol. He marked its location on my map and gave me a key to the door. I should go check it out.''


Now in the stage tab for stage 30
And add this to the stage result script:
 
Remember we will need to add quest targets later in the build process.
 
Add this to the journal
 
''I have been given the location of a cottage where I may find some information concerning the missing courier. I should go to the cottage now I have the key to get in.''
 
And add this to the stage result script


  Player.additem "BGCourierKey" 1
Player.AddItem "BGCourierKey" 1
  ShowMap BGMCCottageMapMarker
ShowMap BGCourierLodgeMapMarker


This activates the map marker and gives the player the key to the cottage.
This gives the player the key to the cottage and activates the map marker.


The Syntax for the ShowMap Function is
The syntax for the [[ShowMap]] Function is


ShowMap MapMarkerID, enableFastTravel (optional)
ShowMap MapMarkerID, enableFastTravel (optional)


The MapMarker ID is the reference id for the map marker.
The MapMarker ID is the reference id for the map marker.
The enableFastTravel is an optional parameter which takes the value 1 if you want to be able to fast travel immediately.
The enableFastTravel is an optional parameter which takes the value 1 if you want to be able to fast travel immediately to that location.


If omitted then you can not fast travel until you have found the location.
If enableFastTravel is not given (or set to 0) then you can not fast travel to that location until you've found it once.


Remember we have still to add all those quest targets, and will use the xmarkerheading as a reference for this.
We still need to add all the quest targets, and we'll use the XMarkerHeading for that.


Up till now we have been able to use NPCs to control progression, however now we need to begin to script to do the next bit of progression.
Up 'til now we have been using dialogue to control progression, but now we need to begin using scripts more continue.
And that seems like a good place to take a break.


In [[A beginner's guide, lesson 7 - Using Scripts in Quests|Lesson 7]] we will complete the quest and focus on SCRIPTING.
In [[A beginner's guide, lesson 7 - Using Scripts in Quests|Lesson 7]] we will complete the quest and focus on SCRIPTING.


[[Category:A beginner's guide]]
[[Category:A beginner's guide]]
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