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

no edit summary
imported>Pyrocow2
(→‎Conditions: Editing English)
Tag: Manual revert
 
(22 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Featured}}
{{Featured}}
{{ABGContents}}


==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==
Line 43: Line 36:
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==
Line 580: Line 573:
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.  
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. 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.  
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.  
Line 840: 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==
Line 870: 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 878: 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 884: 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 916: 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 942: 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 topics 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 center 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
Line 1,001: 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 1,008: 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 1,017: 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
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


Let's try this
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 child-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 1,109: 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 1,123: 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 1,135: 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 1,164: 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 1,179: 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 1,217: 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 1,238: 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==
Line 1,252: 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 1,261: 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 1,270: 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.


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.
Finally we need to place the body of the unfortunate courier.


First edit the NPCs health to read zero (0).
Bodies are NPCs who just happen to be dead. You will need to create another NPC. Use ''Courier1'' as the base.


To access her ability you will have to ensure that the PC offset flag is unchecked. Setting her health to 0 kills her.
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.


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.
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.)


Down she goes.
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.


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 an [[XMarkerHeading]] 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]]
Anonymous user