Difference between revisions of "A beginner's guide, lesson 7 - Using Scripts in Quests"

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{{Update}}
{{Update}}
Based on the guide originally posted by dtom on the [http://www.bethsoft.com/bgsforums/index.php?showforum=24 Elder Scrolls Forums] - [http://www.elderscrolls.com/forums/index.php?showtopic=517001 Original Thread]
{{ABGContents}}
 
'''TES IV: Oblivion Modding for Beginners
 
B. Scripts, Quests and NPC’s
Lesson Seven: Using Scripts in Quests'''


==Preamble==
==Preamble==
Line 35: Line 30:
We have seen how to use a limited amount of scripting to progress our quest. While there is loads more dialogue to include in this part of the quest, we will focus far more on the use of scripting.  
We have seen how to use a limited amount of scripting to progress our quest. While there is loads more dialogue to include in this part of the quest, we will focus far more on the use of scripting.  


===At the Cottage===
==Cottage Phase==
 
===Entering the cottage===
We cannot rely on any information from NPC’s to progress our quest because the courier is dead.
We cannot rely on dialogue to progress our quest because the courier is dead.
 
We will first of all use the xmarkerheading object we placed in lesson 6 to identify when the PC gets close enough to trigger a stage bump. By placing the marker inside the cottage, you force the player to be in the cell before this gets triggered.  


The next stage bump is done via another addition to the quest script. The quest script is used to add small conditional snippets that do useful jobs; In this case we are going to use GetDistance. This in common with all GET functions returns a numerical value. Some Get functions return values which are either 1 (Yes) or 0 (No). For example GetInFaction will return a 1 or 0 depending on whether the reference is in a particular faction or not.  
The next stage bump is done via another addition to the main quest script which will check if the player is inside the cottage or not. We can use the [[GetInCell]] function to do this. If you examine the wiki page, you will see that the usage for that function is:
''[ActorID].''GetInCell CellName
The square brackets indicate that providing an ActorID is optional. In this case, the actor ID will be Player. If you're using the base file provided at the beginning of the tutorial, the cell name will be ''BGModCourierCottage''. If not, it will be whatever you called the cottage cell.


The GetDistance function returns a numerical value which indicates how far away a reference is from a specified point. (Distance is measure in UNITS with one game unit roughly equal to 1.5 cm)
When the character enters the cell we want to move to stage 40. We can use the stage to limit when the active part of the script runs. We first need to add stage 40 in the stage tab. Then add this piece of script to the ''GameMode'' block in ''BGM001QuestScript''.
 
We will use the distance 300 which is fairly close to but not necessarily on top of the x marker we made. When the character gets close we want to move to stage 40. We can use the stage to limit when the active part of the script runs. We first need to add stage 40 in the stage tab. Now add this below the current IF-End if block inside the begin block of our quest script.


<pre>
  If (GetStage BGM001 == 30)
  If (GetStage BGM001 == 30)
   If (Player.GetDistance BgCourierLodgeXMarker <= 300)
   If (Player.GetInCell BGModCourierCottage == 1)
     SetStage BGM001 40
     SetStage BGM001 40
   EndIf
   EndIf
  EndIf
  EndIf
</pre>


In this case the quest stage acts as a DoOnce type control.  
In this case, the quest stage acts like a DoOnce type control. During stage 30 of our quest, the game will repeatedly check to see if the player is inside the cottage cell. When the player is finally found inside the cell, the stage will be changed, and this IF block will never be true again (unless the stage is changed back to 30 for some reason).


Now we need to write a bit of script to check if and when the player collects the two clues needed to allow Hubart to identify the criminal gang.
You can add a journal entry for stage 40 to keep the player updated:
''I found the courier's cottage. I should look around for some clues.''


We have to set up a counter variable which I have called QObjectCount. (Type short). Each time a player adds one of the quest objects to their inventory we need to bump this counter by one.
===Finding the clues===
Now we need to write a bit of script to handle the two clues we left in the cottage. There's more than one way to do this, but for now we will add a script to each of the clue items, and a couple of new variables to the main quest script.


We also want to know when each item is picked up so we can display a suitable message informing the player to keep looking. Again this is hand holding, and can be left out for a greater challenge and a deeper immersion.
First, add the two new variables into the main quest script:
Short HasAmulet
Short HasPaper


We are going to write some script. Experienced scripter will throw their hands up at the clumsy nature of this bit of the script, but it gets the job done and I believe it is easier to follow the logic of why each line is added in this version.  
Then set up the two Object-type scripts. Open the script editor from the Gameplay menu, and make sure to set the script type before saving.


Perhaps one of the greats will re-write this in a more concise form at some point.
This is the script that will be attached to the torn letter:
<pre>
SCN BGPartialLetterSCRIPT


So we declare the three variables to add to our variable list at the top of the script. You will notice that the list keeps growing as we find we need new variables.
Begin OnAdd Player
If (BGM001.HasAmulet == 0)
MessageBox "I found a torn document. I should continue to look for more clues."
Else
SetStage BGM001 50
EndIf
Set BGM001.HasPaper to 1
End
</pre>


Short Qobjectcount
And this is the script that will be attached to the amulet:
Short Count1Once
<pre>
Short Count2Once
SCN BGEmbossedAmuletSCRIPT


We will add to the script already inside the current Begin GameMode block. We could always add a new Begin Block, but why add lines that we don’t need. Note the use of indents in an IF statement is purely for clarity and has no bearing on the running of the script.
Begin OnAdd Player
 
If (BGM001.HasPaper == 0)
We want this script to work if the amount of clues (QObjectCount) is less than 2.
MessageBox "I found a strange amulet in the cottage. I should continue to look for more clues."
Once we have both we don’t want it to work.
Else
 
SetStage BGM001 50
So we set an IF condition
EndIf
 
Set BGM001.HasAmulet to 1
If (QObjectCount < 2)
End
 
</pre>
Now we can use a nested IF statement. This is an IF statement within an IF statement. We will also use the && (AND) command. This combines IF conditions so that BOTH must be met for the first bit of script to work. If either or both fail the IF block moves on to any ElseIF, or Else statements. Otherwise it ends that block.
We want to check if the player has a copy of the BGPartialLetter in their inventory (GetItemCount) and that we have never checked this before(Count1Once).  
If this is true we add one to the clue counter (QObjectCount) and add one to the DoOnce counter Count1Once.  
This will stop the script from counting this item again the next time it runs (5 secs)
  If (Player.GetItemCount "BGPartialLetter" >= 1) && (Count1Once == 0)
    Set QObjectCount to QObjectCount + 1
    Set Count1Once to 1
  EndIf


We repeat this for the second clue item the BGEmbossedAmulet
Add these scripts to the appropriate objects by opening up their details window and selecting them from the Script drop-down menu.


  If (Player.GetItemCount "BGEmbossedAmulet" >= 1) && (Count2Once == 0)
The scripts are very similar. Here's how they work: [[OnAdd]] is a hook that will be called by the object when it is added to an inventory. If you examine the wiki page for OnAdd, you will see that a parameter can be added so that the block is only triggered when the item is added to a particular inventory. In our case, we want that to be the player's inventory, so we used "OnAdd Player".
    Set QObjectCount to QObjectCount +1
    Set Count2Once to 1
  EndIf


Finally, we add
Then, inside the OnAdd block, we check to see whether or not the player has found the OTHER clue. If the play has NOT found the other clue, we give them a message that tells them to continue looking. If the player DOES have the other clue, they are done looking, and we can bump the quest stage to 50.


EndIf
After the check, we change the appropriate quest variable to indicate that the player has found that item.


To finish this whole block
Remember to create stage 50, and then add this journal entry for it:


It should read.
  ''I found some clues for Captain Hubart to work with. I should return to him in Chorrol.''
 
If (QObjectCount < 2)
  If (Player.GetItemCount "BGPartialLetter" >= 1) && (Count1Once == 0)
    Set QObjectCount to QObjectCount + 1
    Set Count1Once to 1
  EndIf
  If (Player.GetItemCount "BGEmbossedAmulet" >= 1) && (Count2Once == 0)
    Set QObjectCount to QObjectCount + 1
    Set Count2Once to 1
  EndIf
   
EndIf
 
We now have the following bits of info in usable mathematical form.
 
We know when we have both clues - QObjectCount
 
We know when we have each individual clue - Count1Once and Count2Once
 
We want to display different messages depending on what combination of clues we have. There are four possibilities leading to four simple IF statements.
 
The values of the new variable MessageStage are just so we can clearly tell them apart.
I chose 100, 50, 25, and 10. It could be any number you like.
You will need to declare the variable MessageStage first.
Do this and then type this script, once again inside the Begin End block.
 
If (Count1Once == 0) && (Count2Once == 0)
  Set MessageState to 100
EndIf
If (Count1Once == 0) && (Count2Once == 1)
  Set MessageState to 50
EndIf
If (Count1Once == 1) && (Count2Once == 0)
  Set MessageState to 25
EndIf
If (Count1Once == 1) && (Count2Once == 1)
  Set MessageState to 10
EndIf
 
Now we use the message state to set the on screen message. This part of the script is very clumsy and can be cleaned up. We will do this in lesson eight.
 
Again we need to set some DoOnce variables to stop the messages being displayed again and again. I have called these DoM2Once etc.
 
The first message state can be ignored because we don’t need to prompt them again to search for clues.
 
If (DoM2Once == 0) && (MessageStage == 50)
  MessageBox "I have found a strange amulet. I should continue to look for clues"
  Set DoM2Once to 1
EndIf
If (DoM3Once == 0) && (MessageStage == 25)
  MessageBox "I have found a torn document. I should look for more clues"
  Set DoM3Once to 1
EndIf
 
The final situation does not require a MessageBox. As the quest journal can convey the message. But we do need to bump the quest stage. Again create stage 50 first.
 
If (DoM4Once == 0) && (MessageStage == 10)
  Set DoM4Once to 1
  SetStage BGM001 50
EndIf
 
This produces a stage bump. Add stage 50 and this journal entry.
 
I should now return to see Captain Hubart with these clues


===Returning the clues===
Now we can now set up the next bit of interaction with Hubart.  
Now we can now set up the next bit of interaction with Hubart.  


We use the topic BGCluesFound that was added earlier. We want one response if the player has not collected the clues yet, and another for when they have collected the clue. We can use the quest stage as a condition. Set up the responses so that a new topic called BGRedRose is added if we have the clues.
We use the topic ''BGCluesFound'' that was added earlier. We want one response if the player has not collected the clues yet, and another for when they have collected the clue. We can use the quest stage as a condition. Set up the responses so that a new topic called ''BGRedRose'' is added if we have the clues.
 
TOPIC<br />
BGCluesFound


RESPONSE<br />
{| border="1" cellpadding="5"
I recognise this amulet. It belongs to a gang of thieves called the Red Rose Brigade
!colspan=2| '''BGCluesFound'''
|-
!  TOPIC TEXT
|  "Clues"
|-
RESPONSE
|
*"I recognize this amulet! It bears the mark of a gang of thieves that call themselves the Red Rose Brigade."
*"Did you find the key or deed mentioned in the letter there? No? Then those thieves must have taken them..."
|-
!  CONDITIONS
* GetIsId  'BGCptHubart' == 1
* GetStage 'BGM001' == 50
|-
!  OPTIONS
|
*Say Once
|-
!  ADD TOPICS
* BGRedRose
|-
!  RESULT SCRIPT
|
<pre>
Player.RemoveItem "BGPartialLetter" 1
Player.RemoveItem "BGEmbossedAmulet" 1
Player.RemoveItem "BGCourierKey" 1
</pre>
|}


CONDITIONS<br />
The script simulates Cpt. Hubart taking the clues and key from us. The "Say Once" option should be checked because we only want this dialogue and script to run once (obviously), but our condition checks won't ensure that as is. We haven't changed the stage or anything like that.
GetIsId  BGCptHubart == 1<br />
GetQuestStage BGM001 == 50


ADD TOPICS<br />
If the player only has one of the clues, this response will be available:
BGRedRose


RESULT SCRIPT<br />
{| border="1" cellpadding="5"
And<br />
!colspan=2| '''BGCluesFound'''
TOPIC<br />
|-
BGCluesFound<br />
!  TOPIC TEXT
|  "Clues"
|-
!  RESPONSE
|  "I need more to work with."
|-
!  CONDITIONS
* GetIsId  'BGCptHubart' == 1
* GetStage 'BGM001' == 40
* GetQuestVariable 'BGM001.HasAmulet' == 1 ''OR''
* GetQuestVariable 'BGM001.HasPaper' == 1 ''OR''
|-
!  ADD TOPICS
|  ''No add topic''
|-
RESULT SCRIPT
|  ''No script''
|}


RESPONSE<br />
This is the first time we've checked the ''OR'' flag on a condition. If any of the ''OR'' conditions are true, we basically get a TRUE for that entire set of ''OR'' conditions. So if the player has either the amulet or the paper, the stage is 40, and the actor is Cpt. Hubart, this response will show up. The ''OR'' statements by themselves would also work if we had BOTH of the objects (both would be true), but because we already would have changed the stage to 50 in that case, the stage condition here fails and eliminates the response. (50 != 40)
I need more clues to work with.


CONDITIONS<br />
===Leading the player to the next phase===
GetIsId  BGCptHubart == 1<br />
For the Red Rose topic add this response and add a new topic called ''BGSmith''.
GetQuestStage BGM001 < 50


ADD TOPICS<br />
{| border="1" cellpadding="5"
RESULT SCRIPT<br />
!colspan=2| '''BGRedRose'''
 
|-
For the Red Rose topic add this response and add a new topic called BGSmith.
TOPIC TEXT
 
| "Red Rose Brigade"
TOPIC<br />
|-
BGRedRose (Red Rose Brigade)
RESPONSE
 
RESPONSE<br />
* "They're a nasty bunch led by a couple of villains named Blair and Brown."
They are a nasty bunch led by a couple of villains called Blair and Brown.<br />
* "They have a hideout in the mountains."
I know they have a secret hide out in the mountains.<br />
* "If you want to find them, your best bet is to talk to an ex-member named Smith."
Your best bet is to talk to an ex gang member by the name of Smith.<br />
* "I'm surprised... I never took Brown for a killer."
I am surprised. I never took Brown for a killer.
|-
 
CONDITIONS
CONDITIONS<br />
GetIsId BGCptHubart == 1<br />
* GetIsId 'BGCptHubart' == 1
GetQuestStage BGM001 == 50<br />
* GetStage 'BGM001' == 50
 
|-
ADD TOPICS<br />
ADD TOPICS
BGSmith
 
* BGSmith
RESULT SCRIPT
|-
 
RESULT SCRIPT
We can remove the quest clues as they are no longer needed.
|  ''No script''
|}


Finally add the Brandy, if you wish. Alternatively we could omit this and allow the player to make his choices
Finally add the Brandy, if you wish. Alternatively we could omit this and allow the player to make his choices


TOPIC<br />
{| border="1" cellpadding="5"
BGSmith (Smith)
!colspan=2| '''BGSmith'''
 
|-
RESPONSE<br />
TOPIC
Yeah, he quit the gang a while back. you'll find him hanging out at the Aleswell Inn.<br />
|  "Smith"
He's partial to a drop of Brandy. That might help loosen his lips.<br />
|-
I take back the cottage key and hold on to this document.<br />
RESPONSE
 
CONDITIONS<br />
* "He quit the gang a while back and moved to Aleswell. You'll probably find him in the inn there."
GetIsId BGCptHubart == 1<br />
* "He's partial to a drop of brandy. Here, this might help loosen his lips."
GetQuestStage BGM001 == 50<br />
|-
 
!  CONDITIONS
ADD TOPICS<br />
 
* GetIsId 'BGCptHubart' == 1
RESULT SCRIPT<br />
* GetStage 'BGM001' == 50
Player.Additem "PotionCyrodiilicBrandy" 1<br />
|-
Player.RemoveItem "BGPartialLetter" 1<br />
ADD TOPICS
Player.RemoveItem "BGCourierKey" 1<br />
|  ''No add topic''
Player.RemoveItem "BGEmbossedAmulet" 1<br />
|-
RESULT SCRIPT
<pre>
Player.Additem "PotionCyrodiilicBrandy" 1
SetStage BGM001 60
SetStage BGM001 60
</pre>
|}


To complete this section we need to update the journal and move on to Aleswell.
To complete this section we need to update the journal and move on to Aleswell.
Line 254: Line 231:
Add this to the Stage 60 journal entry.
Add this to the Stage 60 journal entry.


''I should travel to Aleswell and talk to ex Red Rose Gang member Smith. He may be able to help me locate the gangs hide out''
''Captain Hubart told me that the amulet I found near the courier's body belongs to a gang of thieves named the Red Rose Brigade. He told me that my best chance of finding them is to talk with an ex-member named Smith, who now lives in Aleswell.''


==Aleswell Phase==
==Aleswell Phase==


Objectives: '''This is the last section prior to the big show down. We want to set up a disposition based dialogue in which Smith, once he likes you enough, will give you the location and key to the hidden Red Rose Brigade cave system.'''
This is the last section prior to the big show down. We want to set up a disposition based dialogue in which Smith, once he likes you enough, will give you the location and key to the hidden Red Rose Brigade cave system.


We need to create  
We need to create:


* Hideout Key
* Hideout Key
Line 267: Line 244:
* The Cave system (if you are not using the base files)
* The Cave system (if you are not using the base files)


First we want set up our NPC.  
===Creating Smith===
 
First we want set up our NPC.
We need this so we can add a quest target.
 
I used a member of the thieves guide as a base. I again stripped out his AI, but I left him as a member of the thief’s guild. This will help fellow guild members get a bit of a boost to their disposition.


I have chosen Aleswell as a set for this part of the quest because it is actually a lousy location to use. Aleswell is the setting for an interesting Miscellaneous Quest. In this quest all the inhabitants of the town are invisible. If the user has completed this quest before they load this mod, they will be no problem. However, if this id the first time a player has entered the in, they will find themselves immediately involved in this quest. We need to make sure our mod interacts with this quest.  
I used a member of the Thieves Guild as a base. I stripped out his AI, but I left him as a faction member of the Thieves Guild. This will help fellow guild members get a bit of a boost to their disposition.  


We could of course use some scripts (see lesson 8) that hides Smith in amongst the invisible folk until you solve this one. This in effects gives our quest a bit of a bonus making our storyline even longer.  
I have chosen Aleswell as the location for this part of the quest because it is actually a lousy location to use. Aleswell is the setting for an interesting Miscellaneous Quest. In this quest all the inhabitants of the town are invisible. If the user has completed this quest before they load this mod, there will be no problem. However, if this is the first time a player has entered the inn, they will find themselves immediately involved in this quest. We need to make sure our mod interacts with this quest.  


But as is so often the case, the simplest solution, is to just brush over it with a quick bit of dialogue.  
We could use some scripts (see lesson 8) to make Smith invisible along with the rest of the citizens. But, as is so often the case, the simplest solution is to just brush over it with a quick bit of dialogue.  


We can set up a GREETING for Smith. Here we use the quest stage for the miscellaneous quest called MS47 Zero Visibility. This is the stage where the people of Aleswell become visible.  
We can set up a GREETING for Smith. Here we use the quest stage for the miscellaneous quest called MS47 Zero Visibility. This is the stage where the people of Aleswell become visible.  


TOPIC<br />
{| border="1" cellpadding="5"
GREETING<br />
!colspan=2| '''GREETING'''
 
|-
RESPONSE<br />
TOPIC TEXT
This is so weird. Everyone is invisible. I came here to blend in with a crowd. Just my luck
GREETING
 
|-
CONDITIONS<br />
RESPONSE
GetIsId  BGMSmith == 1<br />
|  "This is so weird. Everyone here is invisible. I came here to blend in with the crowd.. just my luck."
GetStage MS47 < 50
|-
 
CONDITIONS
ADD TOPICS<br />
RESULT SCRIPT
* GetIsId  'BGMSmith' == 1
* GetStage 'MS47' < 50
|-
ADD TOPICS
|  ''No add topic''
|-
RESULT SCRIPT
|  ''No script''
|}


===Information gathering===
The next bit of the quest is a bit tricky.  
The next bit of the quest is a bit tricky.  


Line 304: Line 287:
Let’s do that now.
Let’s do that now.


TOPIC<br />
{| border="1" cellpadding="5"
BGRedRoseBrigade
!colspan=2| '''BGRedRose'''
 
|-
RESPONSE<br />
TOPIC TEXT
I don't know you, and I don't think I want to talk to you about them
|  "Red Rose Brigade"
 
|-
CONDITIONS<br />
RESPONSE
GetIsId BGMSmith == 1<br />
|  "Hey, I'm done with them. That's all I have to say about that."
GetDisposition < 90
|-
 
CONDITIONS
ADD TOPICS<br />
BGBrandy<br />
* GetIsId 'BGMSmith' == 1
 
* GetDisposition [TARGET] < 90
RESULT SCRIPT
|-
 
!  OPTIONS
We then check the '''Info Refusal''' flag.
|
*Info Refusal
|-
ADD TOPICS
* BGBrandy
|-
RESULT SCRIPT
''No script''
|}


This means this topic can be revisited and the response will be re-evaluated.
The "Info Refusal" flag will make sure that the topic text does not get grayed out, so that the player knows there is still more information available for that topic.


As long as the disposition to the player is less than 90, Smith will give us the brush off when we talk about the Red Rose Brigade.
As long as the disposition to the player is less than 90, Smith will give us the brush off when we talk about the Red Rose Brigade.


Somehow we will need to get that disposition up. If the PC is a member of the thieves guide that will help. We can bribe the NPC or play the disposition game. Of course PC’s with good speech craft will also get a bonus. However, I have deliberately set the threshold high because I want to use the BRANDY idea we set up in Chorrol.  
Somehow we will need to get that disposition up. If the PC is a member of the Thieves Guild, that will help. We can also bribe the NPC or play the disposition game with him. Of course if the player is good with speech craft, that will also get them a bonus. However, I have deliberately set the threshold high because I want to use the brandy idea we set up in Chorrol.
 
===Designing an Object Script===
 
The first bit of scripting we did was to overcome the lack of an NPC to progress our quest. This time the problem is a little less clear. We want to set the game up so that giving some Brandy to Smith that boosts his disposition towards us.
 
It is no great chore to add a choices response to the Brandy topic.
 
Choice 1 – Gives him the brandy and bump disposition via a result script<br />
Choice 2 – Refuses to give him brandy.
 
This is how I initially set it up. However there are two big problems with this solution.
 
The first problem is that it is a one time only action. You can’t keep giving him Brandy because the result script as we have set up the quest only allows this script to run once.
 
The second problem is more serious. If we give him some Brandy we have to remove it from the players inventory. But what happens if the player does not have any Brandy in his inventory? Perhaps he drunk the supply Hubart gave him, or sold it, or put it in a safe place and forgot it. The RemoveItem function does not check if an item is there. If it is not the item is removed and the inventory is set at -1.
 
This is not a good situation. Of course the player can reset it to zero by obtaining some more Brandy, but it is messy. It also is silly that the player hands Smith a bottle of Brandy when he hasn’t got one.
 
We need to have some kind of if statements that check the Brandy is in the inventory, and another option to offer more.
 
The solution is to Script this. Here is a working script that does this. We can use a bit of dialogue to set the value of the variable BrandyTalk. Before we look in detail at the script. Take a look through it. Try to work out what each bit is doing. This is a great way to learn scripting. Scour the forums for examples of scripts and try to work out what is happening. 
 
<pre>Scriptname BGM001SmithScript
 
Short DoOnce
Short Button
Short BrandyTalk
Begin GameMode
 
If (BrandyTalk == 1) && (GetStage BGM001 == 60)
  If (Player.GetItemCount "PotionCyrodiilicBrandy" >=1)
    If (DoOnce==0)
      MessageBox "How many Bottles of brandy would you like to give to Smith",
        "None", "One", "Two", "Three", "Four" ;note that this should not
; be returned, it is only because of page width problems that it is.
      Set DoOnce to 1
    EndIf
  EndIf
Else
  Return
EndIf
 
If (DoOnce == 1) && (GetStage BGM001 == 60)
  Set Button to GetButtonPressed
EndIf
 
If (Button >= -1) && (GetStage BGM001 == 60)
  If (Button == 0)
    Set BGM001.BrandyTalk to 0
    Return
  EndIf


  If (Button == 1)
====Using choices in dialogue====
    If (Player.GetItemCount "PotionCyrodiilicBrandy" >= 1)
To do this we will set up a bit of dialogue where the player can choose give Smith some brandy.
      Player.RemoveItem "PotionCyrodiilicBrandy" 1
      BGMSmithRef.ModDisposition player 15
      Set BrandyTalk to 0
    Else
      Message "You don't have enough Brandy"
    EndIf
  EndIf
 
  If (Button == 2)
    If (Player.GetItemCount "PotionCyrodiilicBrandy" >= 2)
      Player.RemoveItem "PotionCyrodiilicBrandy" 2
      BGMSmithRef.ModDisposition player 30
      Set BrandyTalk to 0
    Else
      Message "You don't have enough Brandy"
    EndIf
  EndIf


  If (Button == 3)
First, create the choice topics: BGBrandyYes, and BGBrandyNo.
    If (Player.GetItemCount "PotionCyrodiilicBrandy" >= 3)
      Player.RemoveItem "PotionCyrodiilicBrandy" 3
      BGMSmithRef.ModDisposition player 45
      Set BrandyTalk to 0
    Else
      Message "You don't have enough Brandy"
    EndIf
  EndIf


  If (Button == 4)
{| border="1" cellpadding="5"
    If(Player.GetItemCount "PotionCyrodiilicBrandy" >= 4)
!colspan=2| '''BGBrandyNo'''
      Player.RemoveItem "PotionCyrodiilicBrandy" 4
|-
      BGMSmithRef.ModDisposition player 60
!  TOPIC TEXT
      Set BrandyTalk to 0
|  "No, sorry."
    Else
|-
      Message "You don't have enough Brandy"
!  RESPONSE
    EndIf
|  "Aw, that's a shame..."
  EndIf
|-
EndIf
!  CONDITIONS
* GetIsId 'BGMSmith' == 1
* GetStage 'BGM001' == 60
|-
!  ADD TOPICS
|  ''No add topics''
|-
!  RESULT SCRIPT
|  ''No result script''
|}


End</pre>
This is just a simple piece of dialogue.


We attach this script once compiled to the NPC character BGMsmith using the script box in the character interface.
The "Yes" choice will be more complicated. We will have to check the player's inventory to see if they have any brandy, and if they do, run a script to change the player's disposition.


Let’s look more closely at this script.
{| border="1" cellpadding="5"
We use the top section to declare variables.
!colspan=2| '''BGBrandyYes'''
|-
!  TOPIC TEXT
|  "I sure do. Here, have some!"
|-
!  RESPONSE
|  "Wonderful! Uh.. what? Oh no! Has the brandy turned invisible, too?!"
|-
!  CONDITIONS
* GetIsId 'BGMSmith' == 1
* GetStage 'BGM001' == 60
* '''GetItemCount 'PotionCyrodiilicBrandy' == 0 (RUN ON TARGET)'''
|-
!  ADD TOPICS
|  ''No add topics''
|-
!  RESULT SCRIPT
|  ''No result script''
|}


The script is broken into 3 sections contained in a Begin GameMode Block.
This is the response that the player will get if they have no brandy. You MUST check the "Run on Target" box for the [[GetItemCount]] condition in order for this to work. Otherwise, the GetItemCount will check the Smith NPC's inventory! (The player is the target in this case.)


Firstly
Before making the next response, quickly go back the Smith NPC that you dropped in AleswellInn. Open up the details for the one you dropped - the reference, not the base NPC itself - and name it ''BGMSmithREF''. The ''Persistent Reference'' box should also be checked already.


<pre> If (BGM001.BrandyTalk == 1) && (GetStage BGM001 == 60)
{| border="1" cellpadding="5"
    If (Player.GetItemCount "PotionCyrodiilicBrandy" >= 1)
!colspan=2| '''BGBrandyYes'''
      If (DoOnce==0)
|-
        MessageBox "How many Bottles of brandy would you like to give to Smith",
!  TOPIC TEXT
          "None", "One", "Two", "Three", "Four" ;should not return
| "I sure do. Here, have some!"
        Set DoOnce to 1
|-
      EndIf
!  RESPONSE
    EndIf
|  "Wonderful! Cheers!"
  Else
|-
    Return
!  CONDITIONS
  EndIf</pre>
* GetIsId 'BGMSmith' == 1
* GetStage 'BGM001' == 60
* '''GetItemCount 'PotionCyrodiilicBrandy' >= 1 (RUN ON TARGET)'''
|-
!  ADD TOPICS
|  ''No add topics''
|-
!  RESULT SCRIPT
|
<pre>
BGMSmithREF.ModDisposition Player 15
Player.RemoveItem "PotionCyrodiilicBrandy" 1
</pre>
|}


(Note the MessageBox statement should all be on one line, it is only the result of wrap around text in this document that produces the look above . It should be
The ModDisposition function will simply increase the NPCs disposition towards the player by 15. Then one bottle of brandy will be taken from the player's inventory. Then we'll set up the dialogue that leads to these two choices:


MessageBox "How many Bottles of brandy would you like to give to Smith", "None", "One", "Two", "Three", "Four"


This is the control part of the script. It checks that a number of conditions are true.
{| border="1" cellpadding="5"
Firstly it checks the status of a variable called BrandyTalk. We set this to 1 using a conversation between the PC and Smith. Until this happens the script will fail it conditions and skip to the
!colspan=2| '''BGBrandy'''
|-
!  TOPIC TEXT
|  "Brandy"
|-
!  RESPONSE
|  "Yeah, I love the stuff. Have you any to spare?"
|-
!  CONDITIONS
* GetIsId 'BGMSmith' == 1
* GetStage 'BGM001' == 60
|-
!  CHOICES
|
*BGBrandyYes
*BGBrandyNo
|-
!  ADD TOPICS
|  ''No add topics''
|-
!  RESULT SCRIPT
|  ''No result script''
|}


  Else
The ''Choices'' list is right under the ''Add Topics'' list. Add the choice topics in the same way you would add an add topic in.
    Return


This terminates the script and prevents any further processing.  
===Success===
By a combination of speech craft, factions, bribes disposition games and brandy gifts the Player should be able to raise the disposition to 90 eventually. This will trigger the next bit of dialogue and send us towards the quest climax. Return to the BGRedRose topic and add this:


The second check is the GetStage check. This will prevent the script from running later in the quests progress.
{| border="1" cellpadding="5"
!colspan=2| '''BGRedRose'''
|-
!  TOPIC
|  "Red Rose Brigade"
|-
!  RESPONSE
* Ok, the truth is I've fallen out with the gang. They've threatened to kill me for leaving."
* "You look like you can take care of them."
* "Watch out for Blair, though, he's a nasty bit of work."
* "I'll mark the hideouts location on your map. And here's my old key... I hope it still works."
* "Mind you, I'm surprised at Brown. He was a decent chap when I was in the gang..."
|-
!  CONDITIONS
* GetIsId 'BGMSmith' == 1
* GetStage 'BGM001' == 60
* GetDisposition [TARGET] >= 90
|-
!  ADD TOPICS
|  ''No add topic''
|-
!  RESULT SCRIPT
<pre>
SetStage BGM001 70
Player.Additem "BGHideoutKey" 1
ShowMap BGCaveMapMarker
</pre>
|}
===Map markers===
The result script bumps the quest stage to 70 and gives the player the key and map marker. In the quest stage section for stage 70 we can add an appropriate journal entry.


If we have talked to Smith about Brandy, the core bit of this check runs.
Of course before we do this we need to add the MapMarker to the exterior of our cave. The cave system cell is ''BGmodtSugglersCaveCOPY0000'' in the ''Interiors'' worldspace. The cave exterior cell is ''BGTutMCaveExt'' in the ''Tamriel'' worldspace.
 
<pre>  If (Player.GetItemCount "PotionCyrodiilicBrandy" >= 1)
    If (DoOnce == 0)
      MessageBox "How many Bottles of brandy would you like to give to Smith",
        "None", "One", "Two", "Three", "Four" ;should not return
      Set DoOnce to 1
    EndIf
  EndIf</pre>
 
We again carry out some relevant tests. The first checks that the player does indeed have Brandy in his inventory. This uses the GetItemCount function.  We then set up a DoOnce loop to prevent the message box from being displayed again and again.
 
MessageBox is one of the two communication functions. It displays the text in the form of a pop-up box which will also produce a number of labelled buttons. We will look in more detail at some other functions of MessageBox in a later lesson.
 
The second block will only run once the value of DoOnce has been set to one in the above block
 
  If (DoOnce == 1) &&(GetStage BGM001 == 60)
    Set Button to GetButtonPressed
  EndIf
 
GetButtonPressed returns a value equivalent to the ‘buttons’ position in the message box list. It is normally set at -1 but takes the values 0-9 depending on the button selected.
 
MessageBox "Some Message that appears in the Box”, Option A, OptionB, OptionC
 
''OptionA selected GetButtonPressed=0
OptionB selected GetButtonPressed=1
OptionC selected GetButtonPressed=2''
 
The value selected and assigned to the variable Button is then used in the third part of the script.
 
This is a little longer. It begins with a check that we have assigned a value by pressing the button.
 
  If (Button >= -1) && (GetStage BGM001 == 60)
 
Then we move onto the working parts of the script.
 
If we select none, the script resets the value of BrandyTalk and DoOnce to zero. We are then able to use the script again later.
<pre>  If (Button == 0)
    Set BGM001.BrandyTalk to 0
    Set DoOnce to 0
    Return
  EndIf</pre>
 
If we select one bottle. Then the next bit of script checks if we have enough brandy in our inventory to give Smith one bottle. It takes the bottle from your inventory. It then increases Smiths Disposition towards you by 15.
 
Finally It resets the control variables to allow the script to run again later.
Note in this version we don’t actually give Smith the brandy. There is no technical need to do so.
 
If you don’t have enough you get a message and then it  resets the controlling  variables.
 
<pre>  If (Button == 1)
    If (Player.GetItemCount "PotionCyrodiilicBrandy" >= 1)
      Player.RemoveItem "PotionCyrodiilicBrandy" 1
      BGMSmithRef.ModDisposition player 15
      Set BGM001.BrandyTalk to 0
      Set DoOnce to 0
    Else
      Message "You don't have enough Brandy"
      Set BGM001.BrandyTalk to 0
      Set DoOnce to 0
    EndIf
  EndIf</pre>
 
The remainder of the script is a repeat of this for the options 2 bottles, 3 bottles, and 4 bottles.
 
The trick with any script is to exercise some control over when the script runs. We are controlling this script using a key quest variable called BrandyTalk. Before we can compile our script we will have to add this variable to the quest script.
 
We adjust its value using  topics called BGBrandy, BGBrandyChoice1, and BGBrandyChoice2
 
TOPIC<br />
BGBrandy
 
RESPONSE<br />
Yeah, I love the stuff. Have you  any to spare?
 
CONDITIONS<br />
GetIsId  BGMSmith == 1<br />
GetStage BGM001 == 50
 
ADD TOPICS<br />
(in Choices) BGBrandyChoice1, BGBrandyChoice2
 
RESULT SCRIPT
 
We can then use the choices to set our control variable to 1.
 
But the problem still remains that this result script will only be carried out once.
 
The solution is simply to make copies of the response and use another variable to increment through them so that each one becomes valid.
 
You can do this as many times as you like.
 
I settled for 4. I think it is unlikely you will need more than three turns but the option is there.
 
Add another quest variable to the quest script called DoNextBrandy
 
TOPIC<br />
BGBrandyChoice1(Yes, I might have)
 
RESPONSE<br />
I think I might warm to you.
 
CONDITIONS<br />
GetIsId  BGMSmith == 1<br />
GetStage BGM001 == 50<br />
GetQuestVariable BGM001.DoNextBrandy == 0
 
ADD TOPICS
 
RESULT SCRIPT<br />
Set BGM001.BrandyTalk to 1
Set BGM001. DoNextBrandy to 1
 
The second response info reads
 
TOPIC<br />
BGBrandyChoice1(Yes, I might have)
 
RESPONSE<br />
I think I might warm to you.
 
CONDITIONS<br />
GetIsId  BGMSmith == 1<br />
GetStage BGM001 == 50<br />
GetQuestVariable BGM001.DoNextBrandy == 1
 
ADD TOPICS
 
RESULT SCRIPT
Set BrandyTalk to 1
Set DoNextBrandy to 2
 
Add another couple of responses, make all of them goodbyes using the Good bye flag. this ends the dialogue automatically, closes the topic menu and forces the now active script to run.
 
We also need to add a negative response. Note there is no result for this one, and you don’t need to make it a goodbye.
 
TOPIC<br />
BGBrandyChoice2 (No sorry I’m out)
 
RESPONSE<br />
Pity, I might have liked you more if you did.
 
CONDITIONS<br />
GetIsId  BGMSmith == 1<br />
GetStage BGM001 == 50
 
ADD TOPICS
 
RESULT SCRIPT
 
By a combination of speech craft, factions, bribes disposition games and brandy gifts the Player should be able to raise the disposition to 90 eventually. This will trigger the next bit of dialogue and send us towards the quest climax. Return to the BGRedRoseBrigade topic and add this
 
TOPIC<br />
BGRedRoseBrigade
 
RESPONSE<br />
Ok, the truth is I've fallen out with the gang. They've threatened to kill me for leaving.<br />
You look like you can take care of them.<br />
Watch out for Blair he is a nasty bit of work.<br />
Here's the hideout key, and I'll mark the hideouts location on your map.<br />
Mind you I am surprised at Brown. He was a decent chap when I was in the gang.
 
CONDITIONS<br />
GetIsId  BGMSmith == 1<br />
GetDisposition >= 90
 
ADD TOPICS
 
RESULT SCRIPT
SetStage BGM001 70
 
We can then use the result script to bump the stage to 70
 
In the quest stage section for stage 70 we can add an appropriate journal entry and a quest stage result script to add a key and activate another map marker.
Of course before we do this we need to add the MapMarker to the exterior of our cave. The cave system is called BGmodRRBCave.  


Again we can use the door teleport marker to get ourselves to the exterior location.  
Again we can use the door teleport marker to get ourselves to the exterior location.  
Drop in a MapMarker and give it a Suitable reference name like BGCaveMapMarker.  
Drop in a MapMarker and give it a Suitable reference name like ''BGCaveMapMarker''.  


Journal entry
Journal entry:
''Smith has given me a key for the Red Rose Brigades hideout. I should go to the hideout and see if I can recover my uncle's Key and House Deed.''
''Smith gave me a key for the Red Rose Brigade's hideout. I should go to the hideout and see if I can recover my uncle's key and house deed.''
 
Result script
Player.Additem "BGHideoutKey" 1
ShowMap BGCaveMapMarker


==Red Rose Hideout Phase==
==Red Rose Hideout Phase==
This is the climax of our quest. The player will travel to a cave and finally have his showdown with the Red Rose Brigade. We also want to set up a treasure chest as an additional reward. To make the player's task a little harder, we will need to add some goons to fight along the way.


Objectives: ''This is the climax of our quest. The player will travel to a cave/dungeon, and will finally have his show down with the boss villain. We also want to set up a treasure chest as an additional reward. To make the players task a little harder, we will need to add some goons to fight along the way.''
We will need:
 
We will need  


* Dungeon/Cave system
* Dungeon/Cave system
Line 654: Line 488:
* NPC called Brown
* NPC called Brown
* NPC called Blair
* NPC called Blair
* Key to Browns cell
* Key to Brown's cell
* Key to House
* Key to Uncle's House
* First Deed Document
* First Deed Document
* A special chest.
* A special chest
* Some traps etc.
* Some traps, etc.


===Dungeon Design Ideas===
===Dungeon Design Ideas===


The first thing we will need is a cave system or Dungeon for the player to delve. The dungeon pieces are a little harder to work with compared to the standard building interiors, as they are not complete pieces. Instead they slot together, piece by piece to create whole rooms.  
The first thing we will need is a cave system, or dungeon, for the player to delve into. The dungeon pieces are a little harder to work with compared to the standard building interiors, as they are not complete pieces. Instead they slot together, piece by piece, to create whole rooms.  


A lot of the CS building parts work this way. Castles, Large Basements, Caves, ruins, and Dungeons are all created using this slotting method. Firstly make sure you switch on the snap to guides and the angle rotation guides, it makes life easier. Then open files/preferences and alter the snap to value to 1.
A lot of the CS building parts work this way. Castles, Large Basements, Caves, ruins, and Dungeons are all created using this slotting method. First, make sure you switch on the snap-to guides and the angle rotation guides; it makes life easier. Then open File->Preferences and change the snap-to value to 1. This alters the sensitivity of the snap, giving a closer fit.


This alters the sensitivity of the snap, giving a closer fit.
The best source of information and design ideas is the game and the CS. You should get into the habit of making note of ‘cool’ locations or quests and looking them up in the CS to see how they work.


Again the best source of information and design ideas is the game and the CS. You should by now of got into the habit of making note of ‘cool’ locations and looking them up in the CS.  
The cave system I set up for this tutorial was created in a hurry. I simply copied chambers from other cave systems in the CS and then pasted them together.


The cave system I have set up for this tutorial, was created in a hurry. I simply visited other cave systems in the CS, and cut and pasted chambers that I then linked together.  
It’s funny how you can come full circle. I now realize that the problem with the [[My First Dungeon]] tutorial in the Wiki is that it chose to illustrate its techniques using a dungeon. Had the Wiki went for "My First House" instead, it would have been much better off. However, we now know what we are doing, and working on dungeons should be no problem.  


It’s funny how you can come full circle. I now realise that the problem with the My First Dungeon tutorial in the Wiki is that it choose to illustrate its techniques using a dungeon. Had the Wiki went for my first house instead, it would have been much better off. However, we now know what we are doing, and working dungeons should be no problem.
I don’t intend to give you a click by click guide to building dungeons. If you get stuck, use the PLAYTEST version as a guide.
 
As I have said the tutorial's dungeon supplied in the files is not the greatest dungeon in the world. Far from it. It is a simple multi chamber linear cave system. This means the PC has very little choice how he progresses. He must make his way through each room, and face each challenge. This is both an advantage and a disadvantage. If I was building this cave system for ‘Full Mod’, I must admit I would have spent much more time on it.
 
It would for instance have been nice to give players alternative paths, so those who prefer to avoid ‘hack and Slash’ trawling could sneak pat a few goons. Of course you would then have to set up a few more traps to keep them on their toes. One of things I have been disappointed about has been the lack of intelligent traps in Oblivion. By that I mean traps and puzzles where you have to stop and think of a solution. The game mechanics don’t easily lend them selves to this but it is a shame.
 
I don’t intend to give you a click by click, bit by bit guide to building dungeons. If you get stuck use the PLAYTEST version as a guide.  


===Dressing the Dungeon===
===Dressing the Dungeon===


Okay, let’s add some bits to help move our story forward. First let’s add an Xmarkerheading close to the interior door. We can then use the marker as a reference in an addition to our growing quest script.
Ok, let’s add some bits to help move our story forward. First, let's write a piece of script in the main quest script's ''GameMode'' block to update the quest stage when the player enters the hideout.


  If (GetStage BGM001 == 70)
<pre>
     If (player.GetDistance BGRRCaveMarkerRef <= 300)
If (GetStage BGM001 == 70)
      SetStage BGM001 80
     If (Player.GetInCell BGmodtSugglersCaveCOPY0000 == 1)
          SetStage BGM001 80
     EndIf
     EndIf
  EndIf
EndIf
</pre>


We can also update the Journal
We can also add a journal entry for stage 80:


''I've Arrived at the Red Rose Brigades Hideout. I will need to move cautiously. I need that house key.''
''I've arrived at the Red Rose Brigade's hideout. If those thieves stole the deed and house key, I should find them here.''


Although this first chamber is quite large, I have decided to limit the threat to a single small random creature, a rat or a crab (LL0NuissanceBeast100). Why? Two reasons I want to be able to escalate my threat and I want to build suspense.
Although this first chamber is quite large, I have decided to limit the threat to a single small random creature: a rat or a crab (''LL0NuissanceBeast100''). Why? Two reasons: I want to be able to escalate my threat, and I want to build suspense.


One of the design choices you will have to make is how to balance threat against reward. You should also try to escalate the threat as the story progresses. For instance it would be very easy to throw five or six deadra into the first chamber of our dungeon. However, the question is then where do we go from there. If you start with too big a threat then, you have little room to escalate that threat later. Also try to give a little thought to the user who has minimum specifications. I’ve seen a few works in progress where they have designed a really cool crypt with 30 or so monsters in it. But I know that on my poor little PC, I’ll get a frame rate of about 3 frames a week. Consequently this is not a mod I’ll be playing. Bigger doesn’t mean better, more is sometimes less.  
One of the design choices you will have to make is how to balance risk against reward. You should also try to escalate the threat as the story progresses. For instance, it would be very easy to throw five or six Daedra into the first chamber of our dungeon. But where do you go from there? If you start with too big a threat then you have little room to escalate that threat later. Also, try to give a little thought to the user who has minimum specifications. I’ve seen a few works in progress where they have designed a really cool crypt with 30 or so monsters in it. But I know that on my poor little PC, I’ll get a frame rate of about 3 frames per week. This is not a mod I'll be playing. Bigger doesn’t mean better, more is sometimes less.


The player is also expecting to meet bad guys, hopefully he will edge his character down into the first chamber fully expecting an army of trolls. I want to disappoint him. I want him to start to think this is easy before we hit him/her with the big stuff.
The player is also expecting to meet bad guys. Hopefully he will edge his character down into the first chamber fully expecting an army of trolls. I want to disappoint him. I want him to start to think this is easy before we hit him/her with the big stuff.


I also want to set the scene a little. For this I created another corpse, and placed near it a letter which informs them about the special treasure chest and Brown's imprisonment.
I also want to set the scene a little. For this I created another corpse, and placed a letter near it which informs the player about the special treasure chest and Brown's imprisonment.


Make a corpse and the letter. Don’t give the corpse too much inventory, after all this is a freebee. I also added a leveled nuisance creature at the far end of the chamber; this should allow the PC to get to the corpse and then have to deal with the annoyance of a one hit kill creature.
Make the corpse and the letter. I also added a leveled nuisance creature at the far end of the chamber, so that the player will have to deal with the annoyance of a one hit kill creature after picking up the letter.


The text for the letter is
The text for the letter is:
<pre><br>
<pre><font face=5>
<font face=5><br>
Dear Smith,
Dear Smith,
<br>
<br>
<br>
<br>
I beg of you, please help me. Blair has gone mad. I have been imprisoned<br>
I beg of you, please help me. Blair has gone mad. I have been imprisoned.<br>
<br>
<br>
It all began when we attacked the White Horse Courier near Chorrol.
It all began when we attacked the White Horse Courier near Chorrol.
It was supposed to be a simple robbery. But when Blair found that the only treasure
It was supposed to be a simple robbery. But when Blair found out that the only loot was a key and a house deed he went berserk.  
was a key to a house and a deed which had to be registered in the Imperial City he went beserk.  
<br>
<br>
He killed the courier in cold blood. I wanted no part of it.<br>
He killed the courier in cold blood. I wanted no part of it.<br>
I suggested the gang might do better with me in charge. He accused me of being a
I suggested the gang might do better with me in charge. He accused me of being a
member of our rivals, the Torch Gang. Now he's had me locked up because I know how
double-agent for our rivals, the Torch Gang. Now he's had me locked up because I know how to open his treasure chest. He wants to kill me but he fears the other gang members might turn on him.
to open his treasure chest. He wants to kill me but he fears the other gang members
might turn on him.
<br>
<br>
Please Smith, send help.I have asked one of gang member loyal to me to take this
Please Smith, send help. I have asked one of the gang members who's loyal to me to take this letter to you. I hope he makes it. Blair is watching my every move.
letter to you. I hope he makes it. Blair is watching my every move.
<br>
<br>
<br>
<br>
Your old friend,
Your old friend,<br>
<br>
Brown</pre>
Brown</pre>


We make and add the following script to the letter
We make and add the following script to the letter


<pre>Scriptname BGM001BrownScript
<pre>Scriptname BGM001BrownsLetterSCRIPT


Begin OnAdd Player
Begin OnAdd Player


   If (GetStage BGm001>= 80)
   If (GetStage BGM001 >= 80)
     SetStage BGm001 90
     SetStage BGM001 90
   EndIf
   EndIf


End</pre>
End</pre>


Again we can bump the stage and enter another journal entry for stage 90
Again we can bump the stage and enter another journal entry for stage 90:


''I have found a letter from Brown. It appears the Red Rose leader has imprisoned him. Brown has knowledge of a secret treasure. I should try to talk to him.''
''I have found a letter from Brown. It appears the Red Rose leader has imprisoned him. Brown has knowledge of a secret treasure. I should try to talk to him.''


Finally I messed about with the lighting, to try to create a little more atmosphere. Clearly caves should be darker than the normal world. Try to use spot lights to pick out the bit you want the PC to see and to hide threats you want to be a surprise.
Finally, I messed about with the lighting to try to create a little more atmosphere. Clearly, caves should be darker than the outside world. Try to use spot lights to pick out areas you want the PC to notice and to hide threats that you want to be a surprise.


The second chamber will contain a single NPC. We want all the Red Rose Brigade NPC’s to act as a team. How? Factions are the answer.
The second chamber will contain a single NPC. We want all the Red Rose Brigade NPC’s to act as a team. How? With Factions.


===Factions===
===Factions===


Factions are used in three ways by the game. Firstly they are used to establish a hierarchy or internal structure for organisations the PC can join. Secondly they are used to group NPC’s into teams with similar behaviours; these teams will act to protect each other when threatened. The final use of factions is to collect NPC’s together to allow grouped conditions statements.
Factions are used in three ways by the game:
#To establish a hierarchy or internal structure for organizations the PC can join
#To group NPCs into teams with similar behaviors.
#To make groups of NPCs that can be used in condition statements. (e.g., when we used the ICFaction to apply conditions to citizens of the Imperial City)


To create a new faction opens up the faction box from the menu. In the column on the left is a list of all the existing factions. Rick click and select new. Give the Faction a unique name. Say BGRedRoseBrigade. Now, add a name to the top. Red Rose Brigade.  
To create a new faction, open up the Faction box from the Character menu. The column on the left lists all of the existing factions. Rick-click in the column and select New. Give the Faction a unique ID, such as ''BGRedRoseBrigade''. Now, add the name to the top: ''Red Rose Brigade''.  


The flag at the top which reads hide from player, basic controls whether or not a player can enter the faction or not. Leave this as hidden.
The "Hidden from PC" flag at the top basically controls whether or not a player can enter that faction. Check this box.


The central box controls the ranks and titles within the faction. Note the ranks are split to offer the choice of alternative titles based on gender. In the case of our faction these have no meaning at all. However, since this is only chance we will get to look at lets set up a simple three tier structure for practice.
The ''Rank Data'' box in the center controls the ranks and titles within the faction. Note that the ranks are split to offer the choice of alternative titles based on gender. In the case of our faction, these have no meaning at all.


The final box at the bottom is the most useful.
For us, the ''Interfaction Relations'' box at the bottom will be most useful.
   
   
It controls the disposition of a group to other factions or groups. Again it’s the standard right click new to add a group from the existing list into the disposition modifier box. You need add a numerical modifier ranging from +100 to -100. This modifier is applied to all members of the group.  
It controls the disposition of members of one factions towards members of another faction. The ''Mod'' value is a numerical modifier ranging from -100 to +100. This modifier is applied to all members of the group.  


The results are cumulative. Let’s say we decide that the Red Rose Brigade is closely affiliated with the various Bandits who occupy Tamriel. We can add a modifier of say (+) 70 to that group. Rick  click select new, scroll down and find Bandit faction. Select it. Now alter the modifier to 70. From now on every member of the Red Rose faction will add 70 to there disposition towards bandits. We can add as many groups as we like.  
The results are cumulative. Let’s say we decide that the Red Rose Brigade is closely affiliated with the various Bandits who occupy Tamriel. We can add a modifier of, say, +70 to that group. Create a new entry for the Bandit faction, and set the modifier to 70. From now on every member of the Red Rose faction will add 70 to there disposition towards bandits. We can add as many groups as we like.  


We want the Red Rose member to be openly hostile to the PC. This is achieved because there is a faction called the PlayerFaction which has a solitary member, the PC. We can adjust the Red Rose disposition for this faction to -100. This means they will hate us and attack on site.
We want the Red Rose members to be openly hostile to the PC. For this we can use ''PlayerFaction'', which has a solitary member: the player. We can adjust the disposition for this faction to -100. This means they will attack the player on sight.


Create an NPC. I used the BanditMelee character as a base Template. This character already comes with leveled armour etc. Although the will appear to be naked in the render window.
We also want Red Rose members to be friendly with one another. Add another disposition entry for the Red Rose faction itself, with a relatively high disposition value.


I also popped in a chest, renamed it so I could alter it contents and add a few coins. The level of a NPC is controlled by the flags and boxes to the left of the character box.  
Finally, we need to add a separate faction for Brown, so that (1) the Red Rose members don't kill their prisoner and (2) the prisoner won't attack the player.
Name it something like ''BGRRPrisoner''. For the prisoner's faction, add a positive disposition towards the player. Then go back to the ''Red Rose Brigade'' faction and add a positive disposition towards the prisoner's faction.


We can make two choices.
===Enemy NPCs===
Create an NPC. I used the BanditMelee character as a base template. This character already comes with [[Leveled_Item|leveled item lists]] (even though they will appear to be naked in the preview render).


'''Level to a value''': In this option we select a pre ordained level for the NPC. The advantage is that we can control how tough a NPC is, and therefore the challenge set by that enemy. This is ideal if we have a particular reward which we feel should be earned by high ranking, or indeed low ranking PC’s. Suppose you design a one hit kill sword. This is a big reward. The player should have to earn this reward by defeating a big boss.  
The level of an NPC is controlled by the flags and boxes to the left of the character box.  


Equally, perhaps the reward is a few coins. Then it may be appropriate to set a simple challenge.
We can make two choices:


The disadvantage is that if you set an NPC at level 40, only a small number of players will meet this challenge, and many may simple unplug your mod.  
'''Level''': In this option we select a specific level for the NPC. The advantage is that we can control exactly how challenging an NPC should be. This is ideal if we have a particular reward which we feel should be earned only by well developed player characters. Suppose you design a one hit kill sword. This is a big reward. The player should have to earn this reward by defeating a big boss.  


'''Level against PC''': This is one of the more controversial developments in Oblivion. Many Morrowind veterans have been particularly vocal in their criticism of this technique. The advantage is that no matter what level your PC is at you will meet a decent challenge which will test your PC. It allows access to all PC’s and does not exclude any. However, it has disadvantages as well. This approach does mean that some times the risk does not match the reward.  
On the other hand, you might even want to make an NPC particularly weak, which you could easily do by setting a low level.


For this tutorial I have chosen to use the Level against PC method as this is the Oblivion norm. It is of course a matter for each designer to choose. I would suggest that what ever method you choose is consistent through out the mod. If you mix and match you could have the situation where the first goons is 10 levels above your boss, or a situation where after defeating a series of level 2 goons you suddenly encounter a level 30 boss.
The disadvantage is that if you set an NPC to level 40, for example, only a small number of players will meet this challenge. Many may simply unplug your mod.  


We also want this first goon to be a little bit easier than those coming up so lets set the value to -2 levels. Using the offset box. The bandit already has a suitable leveled inventory.
'''PC Level Offset''': This is one of the more controversial developments in Oblivion. Many Morrowind veterans have been particularly vocal in their criticism of this technique. The advantage is that no matter what level your PC is at you will meet a decent challenge which will test your PC. It allows PC's of all levels to access quests. However, it has disadvantages as well. This approach does mean that some times the risk does not match the reward.  


The main central chamber will contain 3 NPC’s. Again add the Red Rose Faction to their faction list and delete the others. I used more bandits as a base for these.  
For this tutorial I have chosen to use the PC Level Offset method as this is the Oblivion norm. It is, of course, up to each individual designer to choose what they want to do. I would suggest that whatever method you choose is consistent throughout the mod. If you mix and match you could have a situation where the first few goons are 10 levels above the end boss, or where after defeating a series of level 2 goons you suddenly encounter a level 30 boss.


I also set the offset at -1.  
We also want this first goon to be a little bit easier than those coming up so lets set the value to -2 levels using the offset box. The bandit already has a suitable leveled inventory.


Finally I messed around with the lighting a bit. I wanted to give a stealthy player a chance. I remove the lighting from the linking corridor and close to the entrance.  
The central chamber will contain 3 NPCs. Remember to add the Red Rose Faction to their faction lists and delete the others. I used more bandits as a base for these. I also set the PC level offset to -1.
 
Finally, I messed around with the lighting a bit. I wanted to give stealthy players a chance to sneak. I removed the lighting from the linking corridor and the entrance.


==The Final Chamber==
==The Final Chamber==
===Setting up the resources===
This consists of a large chamber with two antechambers. In the first antechamber we create a cell by placing a door in the corridor. We can use this to house NPC ''BGBrown''. Remember, Brown must be added to the separate prisoner faction.


This consists of a large chamber with two ante chambers. In the first ante chamber we create a cell by placing a door in the corridor. We can use this to house NPC BGBrown. I used the Bandit Boss as a model, but removed his factions.. Remember do not make Brown a member of the faction.  
Finally, we create Blair. He is our Boss. I made his level offset +2. I am going to say very little about this NPC, because this is where you get to have the most fun making your own bad guy. Once created, add the cell door key to his inventory. Make the cell door locked, and set it to ‘Needs a key‘.  


Final we create Blair. He is our Boss. I made him +2 above the PC.  I am going to say very little about this PC, because here is where you get to have the most fun making your own bad guy. Once created
Add ''BGTopViewKey'' (the key to the house) to Blair's inventory. Now create an "uncertified" deed and add this to his inventory.  
 
Add the key to Browns cell door. Make the cell door, locked and set it to ‘Needs a key‘.
 
You will also need to set up the Prize house.
Go to the interior cell BGmodtut4 which is the interior of the house. It has three door. One leads to the basement. The other two are linked to the exterior. Lock the exterior doors and set the ownership to our old buddy BGDummyPlayer.
Set the interior cell ownership to BGDummyPlayer as well.
Add the BGTopViewKey to the house to Blairs inventory. Now create a ’uncertified’ deed and add this to his inventory.
 
<pre>Deed Text.


''BGTopViewUncertifiedDeed'':
<pre>
<font face=5>
<font face=5>
<BR>
<BR>
Line 815: Line 641:
<BR>
<BR>
The bearer has full ownership rights to all of the structures, flora and land within
The bearer has full ownership rights to all of the structures, flora and land within
the property borders as defined in the Tamerial Construction Charter. The bearer is
the property borders as defined in the Tamriel Construction Charter. The bearer is
responsible for all matters pertaining to or occurring on said property.<BR>
responsible for all matters pertaining to or occurring on said property.<BR>
<BR>
<BR>
This document also empowers the bearer transfer rights to reassign the property as he
This document also empowers the bearer transfer rights to reassign the property as he
sees fit. The bearer may amend this document to rename the manor  by submitting the
sees fit. The bearer may amend this document to rename the manor  by submitting the
proper forms and payments to the Tamerial Construction Charter and by filing
proper forms and payments to the Tamriel Construction Charter and by filing
duplicate forms with the Documents Division of the Imperial City Archives.
duplicate forms with the Documents Division of the Imperial City Archives.<BR>
THIS DOCUMENT MUST BE REGISTERED IN THE IMPERIAL CITY BY A QUALIFIED NOTARY PUBLIC TO GAIN LEGAL FORCE.</pre>
THIS DOCUMENT MUST BE REGISTERED IN THE IMPERIAL CITY BY A QUALIFIED NOTARY PUBLIC TO GAIN LEGAL FORCE.<BR></pre>


This document explains why we have to return to the Imperial City.
This document explains why we have to return to the Imperial City.


Both Blair and Brown will need special AI’s to get them to work properly.
Both Blair and Brown will need special AI packages to get them to work properly.  
 
I also wanted to make sure the player no matter how good a sneak is forced to confront Blair. How do we do this. Easy we script it. We also have set the adventure up so that you have to kill Blair to move the quest on.
 
How does the game know he is dead? Scripts of course. We can combine both functions into a single script.


<pre>Scriptname BGBlairDeathScript
I also want to make sure that the player, no matter how good they are at sneaking, will be forced to confront Blair. How do we do this? Easy, we script it. We will also design the quest so that you will have to kill Blair to move on to the next stage. We can also do this through scripts.


Short DoOnce
===Setting up Blair===
Add a new variable to the main quest script called ''BlairGreeted''. Then attach this script to the Blair NPC:<br>
<pre>
SCN BGBlairSCRIPT


Begin OnDeath
Begin OnDeath
 
SetStage BGM001 95
  SetStage BGM001 95
 
End
End


Begin GameMode
Begin GameMode
If BGM001.BlairGreeted == 0
If GetDistance Player <= 500
StartConversation Player GREETING
EndIf
EndIf
End
</pre>


  If ( GetStage BGM001<95 ) && ( DoOnce == 0 )
Then set up the new ''GREETING''.


    If ( Player.GetDistance BGBlairRef <= 500)
{| border="1" cellpadding="5"
      StartConversation Player BGMBlairGreet
!colspan=2| '''GREETING'''
      Set DoOnce to 1
|-
    EndIf
!  TOPIC TEXT
|  "GREETING"
|-
!  RESPONSE
|  "I heard you've been snooping around. Prepare to die!"
|-
!  CONDITIONS
* GetIsID 'BGBlair' == 1
* GetStage 'BGM001' >= 80
|-
!  ADD TOPICS
|  ''No add topics''
|-
!  RESULT SCRIPT
|
<pre>
Set BGM001.BlairGreeted to 1
StartCombat Player
</pre>
|}


  EndIf
In order for this to actually work, we need to change Blair's [[aggression]] stat so that he doesn't attack the player on sight (the topic result script will initiate combat for us). Open up the Blair NPC form, and click the AI button. In ''AI Attributes'', set ''Aggression'' to 0.


End</pre>
When the PC kills Blair, we can also update the journal by adding an entry for stage 95.


We now have to set up the conversation. We use the conversation tab rather than the topic tab. Also set this conversation up as a goodbye, to terminate any further discussion.
''I have killed Blair. I should search his body for the deed and house key. I should also see if he has a key to Brown's cell. I can then return to the Imperial City to see Vilanus.''


CONVERSATION<br />
===Setting up Brown===
BGMBlairGreet
We can set up an optional reward for players who choose to free Brown from his cell. Open up Brown's form and make sure he doesn't have a high aggression level, just to make sure Brown won't attack the player on sight. It should at least be lower than whatever positive disposition you gave the prisoner faction towards the player, but it wouldn't hurt to just set it to 0.


RESPONSE<br />
Then set up a greeting for Brown:
You are a fool for coming here. Now prepare to die.


CONDITIONS<br />
{| border="1" cellpadding="5"
GetIsId BGBlair== 1<br />
!colspan=2| '''GREETING'''
GetStage BGM001<95<br />
|-
GetStage BGM001 == 90
!  TOPIC TEXT
|  GREETING
|-
!  RESPONSE
|  "Please, please, don't kill me! I had no hand in this. Just let me go."
|-
CONDITIONS
* GetIsID 'BGBrown' == 1
* GetStage 'BGM001' >= 95
|-
!  ADD TOPICS
* BGBrownChoice1
* BGBrownChoice2
|-
!  RESULT SCRIPT
|  ''No result script''
|}


ADD TOPICS
Each response will advance the quest to a different stage, which will have appropriate journal entries and result scripts.


RESULT SCRIPT
{| border="1" cellpadding="5"
!colspan=2| '''BGBrownChoice1'''
|-
!  TOPIC TEXT
|  You can go.
|-
!  RESPONSE
|  "Thank you! Thank you! The code is one, four, seven."
|-
!  CONDITIONS
* GetIsID  'BGBrown' == 1
* GetStage 'BGM001' >= 95
|-
!  ADD TOPICS
| ''No add topics''
|-
RESULT SCRIPT
|  <pre>SetStage BGM001 100</pre>
|}


When the PC kills Blair we can then update the journal
For stage 100, add the following journal entry:


''I have killed Blair. I should search his body for the deed and my house key. I should also see if he has a key so I can release Brown. I can then return to the Imperial City to see Vilanus.''
''Brown gave me the code for the combination lock on the chest. I need to enter 1-4-7 to unlock it. Once I've done that, I will need to go see Vilanus Villa in  Imperial City. Vilanus will need to transfer ownership of my uncle's house to me.''


We have set the quest up so that as well as the reward of the house the player can also get access to the treasure chest if they get the combination this is dictated by setting up a choices dialogue through Brown.
{| border="1" cellpadding="5"
!colspan=2| '''BGBrownChoice2'''
|-
!  TOPIC TEXT
|  No.
|-
!  RESPONSE
|  "You'll regret this!"
|-
!  CONDITIONS
* GetIsID  'BGBrown' == 1
* GetStage 'BGM001' >= 95
|-
!  ADD TOPICS
|  ''No add topics''
|-
!  RESULT SCRIPT
|  <pre>SetStage BGM001 101</pre>
|}


Initially we set up a greeting.
Add another entry for stage 101:


TOPIC<br />
''I left Brown to rot in his cell. I need to go see Vilanus Villa in  Imperial City so he can transfer my uncle's property to me.''
Greeting


RESPONSE<br />
The stage result script is used to remove the quest object status from a number of items which are no longer needed and which the PC can now dispose of. This should be applied to BOTH of the possible stages. (Use whichever IDs you chose when creating these items.)
Please, Please, don't kill me. I just want to get away from here. Please let me go


CONDITIONS<br />
<pre>
GetIsId  BGBrown == 1<br />
SetQuestObject BGHideoutCELLKey 0
GetStage BGM001 == 90
SetQuestObject BGHideoutKey 0
SetQuestObject BGBrownLetter 0
SetQuestObject BGPartialLetter 0
</pre>


ADD TOPICS<br />
BgBrownChoice1,BgBrownChoice2


RESULT SCRIPT
We will need to look at altering Brown's behavior for the final release. We will need to add some AI in the next lesson to get him to run away.


The positive response info for BGBrownC1 gives a stage boost, the negative one does not.
===Scripting the chest===
What we need to look at now is another hefty bit of scripting which will control the combination lock on the treasure chest.


TOPIC<br />
Here it is in its entirety. Look through it and try to work out what it is doing.
BGBrownC1
 
RESPONSE<br />
Thank You! Thank you! The code is 1 4 7
 
CONDITIONS<br />
GetIsId  BGBrown == 1<br />
GetStage BGM001 >= 90
 
ADD TOPICS
 
RESULT SCRIPT
SetStage BGM001 100
 
We update the journal and run a bit of script as a result
 
''Brown has given me the code to the Combination Chest I need to enter the numbers 1 4 7 to unlock it. Once I've done that I will need to go and see Vilanus Villa in the Imperial City. Vilanus will need to transfer ownership of my uncle's house to me.''
 
The script is used to remove the quest object status from a number of items which are no longer needed and which the PC can now dispose of.
 
SetQuestObject BGHideoutCELLKey 0
SetQuestObject BGHideoutKey 0
SetQuestObject BGBrownLetter 0
SetQuestObject BGPartialLetter 0
 
TOPIC<br />
BGBrownC2
 
RESPONSE<br />
Then you'll never learn the entry code.
 
CONDITIONS<br />
GetIsId  BGBrown == 1<br />
GetStage BGM001 >= 90
 
ADD TOPICS
 
RESULT SCRIPT
 
We will need to look at altering Browns behaviour for the final release. We will need to add some Ai in the next lesson to get him to run away.
 
What we do need to look at now is another hefty bit of scripting which controls the treasure chest
 
Again here it is in its entirety. Look through it and try to work out what it is doing.


It controls a chest with a three digit combination style lock.
It controls a chest with a three digit combination style lock.


<pre>Scriptname BGCombinationChestScript
<PRE>
SCN BGBlairsChestSCRIPT


Short DigitCount
Short Button1
Short Button1
Short Button2
Short Button2
Short Button3
Short Button3
Short CombiRight
Short Frame
Short ChestOpen
Short Unlocked
Short GoldCount
Short GoldCount
Short DoOnce


Begin OnActivate
Begin OnActivate


   If (ChestOpen == 2)
   If Unlocked == 1
     Activate
     Activate
   Else
   Else
    Set ChestOpen to 1
;Begin combination menu
Set Frame to 1
   EndIf
   EndIf


Line 967: Line 828:


Begin GameMode
Begin GameMode
If Frame != 0
;Get the first digit
If Frame == 1
MessageBox "First digit" "0" "1" "2" "3" "4" "5" "6" "7" "8" "9"
Set Frame to 2
EndIf


;-----------------------------------------------------------
;Save first digit entered, get the second digit
  If (ChestOpen == 1)
If Frame == 2
;------------------------------------------------------------
Set Button1 to GetButtonPressed
    If (DigitCount == 0)
If Button1 == -1
      MessageBox, "Please input the first digit of thecombination",
Return
        "0","1","2","3","4","5","6","7","8","9" ;one line
EndIf
      Set DigitCount to 1
MessageBox "Second digit" "0" "1" "2" "3" "4" "5" "6" "7" "8" "9"
    EndIf
Set Frame to 3
EndIf


    If (DigitCount == 1)
;Save second digit entered, get third digit
      Set Button1 to GetButtonPressed
If Frame == 3
      If button1 == -1
Set Button2 to GetButtonPressed
        Return
If Button2 == -1
      Else
Return
        Set DigitCount to 2
EndIf
      EndIf
MessageBox "Third digit" "0" "1" "2" "3" "4" "5" "6" "7" "8" "9"
    EndIf
Set Frame to 4
EndIf


    If (DigitCount == 2)
;Save third digit entered, then check combination.
      MessageBox, "Please input the second digit of the combination",
If Frame == 4
        "0","1","2","3","4","5","6","7","8","9" ;one line
Set Button3 to GetButtonPressed
      Set DigitCount to 3
If Button3 == -1
    EndIf
Return
EndIf


    If (DigitCount == 3)
If Button1 == 1 && Button2 == 4 && Button3 == 7
      Set Button2 to GetButtonPressed
;Correct combination result
      If Button2 == -1
MessageBox "The combination pad unlocks."
        Return
Set Unlocked to 1
      Else
Set Frame to 0
        Set DigitCount to 4
Else
      EndIf
;Bad combination result
    EndIf
MessageBox, "Suddenly your pockets feel a bit lighter."
Set Frame to 0
If (Player.GetItemCount "gold001") >= 100
Player.RemoveItem "gold001" 100
AddItem "gold001" 100
Else
Set GoldCount to Player.GetItemCount "gold001"
Set GoldCount to GoldCount - 1
Player.RemoveItem "gold001" GoldCount
AddItem "Gold001" GoldCount
EndIf
EndIf ;Correct combo
EndIf ; Frame 4
EndIf; Frame != 0
End
</PRE>


    If (DigitCount == 4)
Now it's time to wrap up our little adventure. We move the scene back to the Imperial City.
      MessageBox, "Please input the third digit of the combination",
        "0","1","2","3","4","5","6","7","8","9" ;one line
      Set DigitCount to 5
    EndIf
 
    If (DigitCount == 5)
      Set Button3 to GetButtonPressed
      If button3 == -1
        Return
      Else
        Set DigitCount to 6
      EndIf
    EndIf
;---------------------------------------------------------------
 
    If (DigitCount == 6)
      If Button1 == 1
        Set CombiRight to CombiRight + 1
      EndIf
      If Button2 == 4
        Set CombiRight to CombiRight + 1
      EndIf
      If Button3 == 7
        Set CombiRight to CombiRight +1
      EndIf
    EndIf
 
;---------------------------------------------------------------
 
    If (DigitCount == 6) && (CombiRight ==3)
      Set ChestOpen to 2
      Set DigitCount to 0
      Return
    EndIf
;---------------------------------------------------------------
 
    If (DigitCount == 6) && (CombiRight <= 2)
      MessageBox, "Naughty, naughty. Now take your punishment"
      If (Player.GetItemCount "gold001") >= 100
        Player.RemoveItem "gold001" 100
        BGBlairChestref.AddItem "gold001" 100
        Set DigitCount to 0
        Set ChestOpen to 0
        Return
      Else
        Set GoldCount to Player.GetItemCount "gold001"
        Player.RemoveItem "gold001" GoldCount
        BGBlairChestref.AddItem "Gold001" GoldCount
        Player.AddItem "gold001" 1
        Set DigitCount to 0
        Set ChestOpen to 0
      EndIf
 
    EndIf
;-----------------------------------------------------------------
  ElseIf (ChestOpen == 0)
    Return
  ElseIf (ChestOpen == 2)
    If DoOnce == 0
      Set DoOnce to 1
      Activate
      Return
    EndIf
  Else
    Return
  EndIf
End</pre>
 
In this case we control when the script runs using what I call a two block script. The first block sets up the conditions in which the second block works.
 
<pre>Begin OnActivate
 
  If (ChestOpen == 2)
    Activate
  Else
    Set ChestOpen to 1
  EndIf
 
End</pre>
 
This first block runs only when the chest is activated. It uses a control variable called ChestOpen.
 
This in fact has 3 states or values.
0 = Chest has not been activated and the combination is has not been entered
1 = Chest has been activated and the combination has not been entered
2 = Chest has been activated and the combination has been entered correctly
The Activate function has to be included to get the chest to open. Note since we will attach this script to the chest we need no reference id.
 
The first script checks if we have already opened the chest. If so it opens it again. If not it sets the ChestOpen to 1. This enables the GameMode script.
 
Begin GameMode
 
We use the Chest Open == 1 to enable the main body of the script.
 
  If (ChestOpen == 1)
 
For this we use another variable called DigitCount to help work through the different stages of the script
 
<pre>  If (DigitCount == 0)
    MessageBox, "Please input the first digit of the combination",
      "0","1","2","3","4","5","6","7","8","9" ;should be one line
    Set DigitCount to 1
  EndIf</pre>
 
Note here that the message box statement must all be on one line of code. On some editors the word wrap may make it look like this is on two or even three lines. If you cut and paste, the script editor may pick this up.  The PC can now  select the first digit.
 
<pre>  If (DigitCount == 1)
    Set Button1 to GetButtonPressed
    If Button1 == -1
      Return
    Else
      Set DigitCount to 2
    EndIf
  EndIf</pre>
 
We then set the value of  Button1. We also bump DigitCount up one to enable the next step. If no button is pressed the script halt for that frame only using the return command. We then repeat this process to get the second and third  digits.
<pre>  If (DigitCount == 2)
    MessageBox, "Please input the second digit of the combination",
      "0","1","2","3","4","5","6","7","8","9" ;again, one line
    Set DigitCount to 3
  EndIf
 
  If (DigitCount == 3)
    Set Button2 to GetButtonPressed
    If button2 == -1
      Return
    Else
      Set DigitCount to 4
    EndIf
  EndIf
 
  If (DigitCount == 4)
    MessageBox, "Please input the third digit of the combination",
      "0","1","2","3","4","5","6","7","8","9" ;one line
    Set DigitCount to 5
  EndIf
 
  If (DigitCount == 5)
    Set Button3 to GetButtonPressed
    If button3 == -1
      Return
    Else
      Set DigitCount to 6
    EndIf
  EndIf</pre>
 
Once Digit count is at 6 we can test to see if the combination is indeed 1 4 7. We use another variable called CombiRight to track this. If this reaches 3 the PC has opened the chest.
 
<pre>  If (DigitCount == 6)
    If Button1 == 1
      Set CombiRight to CombiRight +1
    EndIf
    If Button2 == 4
      Set CombiRight to CombiRight +1
    EndIf
    If Button3 == 7
      Set CombiRight to CombiRight +1
    EndIf
  EndIf</pre>
 
We test that CombiRight is indeed 3. If it is we set the chest open variable to 2, and we reset the digit count to zero to end any further progression.
 
<pre>  If (DigitCount == 6) && (CombiRight ==3)
    Set ChestOpen to 2
    Set DigitCount to 0
    Return
  EndIf</pre>
 
If it fails we want to punish the player for his failure, and nothing hurts quite lick taking a chunk of gold off the PC.
 
  If (DigitCount == 6) && (CombiRight <=2)
 
This bit of script displays a message
 
    MessageBox, "Naughty, naughty. Now take your punishment"[/i]
 
Then checks that the PC can afford the ‘fine’
 
  If (Player.GetItemCount "gold001") >= 100
 
It takes away the gold from the PC and then adds it to the chest. It then resets the control variable so the player  can try to open the chest again.
 
    Player.RemoveItem "gold001" 100
    BGBlairChestref.additem "gold001" 100
    Set DigitCount to 0
    Set ChestOpen to 0
    Return
 
Of course the player may not have 100 septims, so we use a variable called gold count which we set to the value of the player’s current gold count
 
    Else
      Set GoldCount to Player.GetItemCount "gold001"
 
Then we take that away and add it to the chest.
 
      Player.RemoveItem "gold001" GoldCount
      BGBlairChestRef.AddItem "Gold001" GoldCount
      Player.AddItem "gold001" 1
      Set DigitCount to 0
      Set ChestOpen to 0
    EndIf
  EndIf
 
Finally we wrap the script up with a couple of brief tidy ups. The first deals with the fact that the game mode block will run every frame while we are in the dungeon cell. Not just the room. Prior to touching the chest the chest open status is 0. If this is so the script returns and does nothing for the frame.
 
  ElseIf (ChestOpen == 0)
    Return
 
This bit opens the chest if we have the correct combination.
 
  ElseIf (ChestOpen == 2)
    If DoOnce == 0
      Set DoOnce to 1
      BGBlairChestRef.Activate Player
      Return
    EndIf
  Else
    Return
  EndIf
End
 
Now its time to wrap up our little adventure. We move the scene back to the Imperial City


==Imperial City Phase Two==
==Imperial City Phase Two==


Objective: ''In this phase the player will again meet Vilanus, who will set about transferring the deeds of the property over to you. After 24 hours you can revisit and he will have the documents ready.''
In this phase the player will return to Vilanus, who will set about transferring the ownership of the property to you. We will add a delay so that the player has to wait 24 game hours before the process is finished.


We will need
We need:


* A second complete deed document
* A completed version of the deed
* The Prize House
* The prize house
* A map marker
* A map marker for the house


We begin with another dialogue pair involving Vilanus Villa.  
To set up the prize house, go to the interior cell ''BGmodtut4'', which is the interior of the house. It has three doors. One leads to the basement. The other two are linked to the exterior. Lock the exterior doors and set the ownership to our old buddy ''BGDummyOwner''. Set the interior cell ownership to ''BGDummyOwner'' as well.


One for before you have the key and deed.  
===New dialogue===
We begin by adding more dialogue for Vilanus Villa.


The second for when you are successful.
First, set up three new topics:
*BGDeedCheck
*BGRecoverYes
*BGRecoverNo


Again we need to add a small bit of script to the Quest Script to check for this.
Then add a new greeting:


<pre>  If (Player.GetItemCount "BGM001HouseDeedUC">=1) && (Player.GetItemCount "BGTopViewKey">=1)
{| border="1" cellpadding="5"
    If DoOnce3 ==0
!colspan=2| '''GREETING'''
      Set QuestWon to 1
|-
      Set DoOnce3 to 1
!  TOPIC TEXT
    EndIf
|  "GREETING"
  EndIf</pre>
|-
!  RESPONSE
|  "Hello, have you managed to recover the key and deed?"
|-
!  CONDITIONS
* GetIsID 'BGVilanusVilla' == 1
* GetStage BGM001 >= 20
* GetStage BGM001 < 110
|-
!  ADD TOPICS
|  ''No add topics''
|-
!  CHOICES
|
*BGRecoverYes
*BGRecoverNo
|-
!  RESULT SCRIPT
|  ''No result script''
|}


TOPIC<br />
Then edit the choices.
Greeting


RESPONSE<br />
{| border="1" cellpadding="5"
I can't help you until you find the key and deed.<br />
!colspan=2| '''BGRecoverNo'''
You have to go back and get the deed and key. Check if Blair has it.
|-
 
!  TOPIC TEXT
CONDITIONS<br />
|  "No, not yet."
GetIsId BGVilanusVilla == 1<br />
|-
GetStage BGM001 >= 80<br />
RESPONSE
GetQuestVariable BGM001.QuestWon == 0
|  "I can't help you until you've found both the key and the deed."
 
|-
ADD TOPICS
CONDITIONS
 
|  
RESULT SCRIPT
* GetIsID 'BGVilanusVilla' == 1
 
* GetStage 'BGM001' < 95
and
|-
 
ADD TOPICS
TOPIC<br />
|  ''No add topics''
Greeting
|-
 
RESULT SCRIPT
RESPONSE<br />
|  ''No result script''
Hello, Have you managed to recover the deed and key?
|}
 
<br>
CONDITIONS<br />
{| border="1" cellpadding="5"
GetIsId  BGVilanusVilla == 1<br />
!colspan=2| '''BGRecoverYes'''
GetStage BGM001 >= 80<br />
|-
GetQuestVariable BGM001.QuestWon == 1
!  TOPIC TEXT
 
| "Yes. Here they are."
ADD TOPICS
|-
 
RESPONSE
RESULT SCRIPT<br />
|  "Excellent. I will take the deed to the property registrar today. Come back tomorrow, the transfer should be complete by then."
  AddTopic BGTopView
|-
 
CONDITIONS
(add topic via script to avoid issue with GREETINGS add topic's not appearing in the game)
|  
 
* GetIsID 'BGVilanusVilla' == 1
For the new topic we add several responses. This first info tell the player to come back later
* GetStage 'BGM001' >= 95
 
* GetItemCount 'BGTopViewKey' == 1
TOPIC<br />
* GetItemCount 'BGTopViewUncertifiedDeed' == 1
BGTopView (Top View Cottage?)
|-
 
ADD TOPICS
RESPONSE<br />
Excellent, I will take the deed to the Property Registrar today. Come back tomorrow and I'll complete the transfer.
*BGDeedCheck
 
|-
CONDITIONS<br />
RESULT SCRIPT
GetIsId BGVilanusVilla == 1<br />
GetQuestVariable BGM001.QuestWon == 1
<pre>
 
Player.RemoveItem BGTopViewUncertifiedDeed 1
ADD TOPICS<br />
SetStage BGM001 110
BGTopView
</pre>
 
|}
RESULT SCRIPT<br />
Player.RemoveItem "BGM001HouseDeeduc" 1
SetStage BGM001 110
Stage 110 Journal Update


''I have met with Vilanus Villa again. He has taken the deed to Top View and will complete the registration. I should come back in 24 hours to complete the transfer.''
Stage 110 Journal Update:
''Vilanus told me that he is going to take the deed to the property registrar, and that I should check back with him tomorrow when the transfer is complete.''


We want to set up a delay of one day before we can collect the finished documents. This gives us an excellent opportunity to look at and practice timers
We want to set up a delay of one day before we can collect the finished documents. This gives us an excellent opportunity to look at and practice timers.


'''Timers'''
===Timers===


Timers are another bit of scripting that gets used again and again. The game uses a number of global variables to report the progress of time.  
Timers are another bit of scripting that gets used again and again. The game uses a number of global variables to report the progress of time.  


The two most used are
The two most used are:


GetSecondsPassed  
*[[GetSecondsPassed]]
GameDaysPassed  
*[[GameDaysPassed]]


We can use the seconds passed to establish timed events. We must use a float variable to interact with the GetSecondsPassed function.  
We can use the seconds passed to establish timed events. GetSecondsPassed returns a float value, so we must set up a float type variable to save it in.


Ok this example script is really pointless it takes 10 septims from the player, then gives them back 25 seconds later.
Here is an example script that takes 10 Septims from the player and then gives them back 25 seconds later.  
However, the structure is what counts.  


If you change the bits in bold to suit your needs, you will have a perfectly functional timer script.
<pre>
 
Scriptname ExampleTimerScript
The Remove function can be replaced with any script you want to run prior to the countdown.
 
The 25 controls how long the script will run for.
 
The Add function can be replaced by whatever you want to happen after the event.
 
<pre>Scriptname ExampleTimerScript


float Timer
float Timer
short DoOnce
short State


Begin GameMode
Begin GameMode
   If SetZero == 0  
   If State == 0  
     Set Timer to 25
     Set Timer to 25.0
     Set DoOnce to 1
     Set State to 1
     Player.RemoveItem ‘gold001’ 10
     Player.RemoveItem "gold001" 10
   Else
   ElseIf State == 1
     If Timer > 0
     If Timer > 0
       Set Timer to Timer - GetSecondsPassed
       Set Timer to Timer - GetSecondsPassed
     Else
     Else
       Player.AddItem ‘gold001’ 10
       Player.AddItem "gold001" 10
      Set State to 2
     EndIf
     EndIf
   EndIf
   EndIf


End</pre>
End
</pre>


When you plan to script longer events where precision is not essential you can use the courser GameDaysPassed function.  
If you're writing a script where you're only interested in the number of in-game days that have passed, you can use GameDaysPassed instead (which is a short).


In the quest script we add some variables called StartDay, Timer, and DeedDone.
In the quest script add three short variables called ''State'', ''StartDay'', and ''DeedFinished''.


<pre> If(GetStage BGM001 == 110)
Then add this to the GameMode block:
    If(Timer == 0)
<pre>
      Set StartDay to GameDaysPassed
If GetStage BGM001 == 110
      Set Timer to 1
If State == 0
    EndIf
Set StartDay to GameDaysPassed
  EndIf
Set State to 1
 
ElseIf State == 1
  If (Timer == 1)
If GameDaysPassed > StartDay
    If (( GameDaysPassed - StartDay ) >= 1 )
Set DeedFinished to 1
      Set DeedDone to 1
Set State to 2
      Set Timer to 2
EndIf
    Else
EndIf
    EndIf
EndIf
  EndIf</pre>
</pre>
The timer variable controls which bits of script work.  
This piece of script goes through three states:
#Stage 110 has begun. Initialize the StartDay value, and change to second state.
#StartDay has been set. Check to see if the value of the current in-game date is more than StartDay (this will be true on any day after the starting day, including the first day after, which is what we want). Change to third state.
#Finished. Do nothing.


The DeedDone variable is used to enable dialogue.
===More dialogue===
The ''DeedFinished'' variable will tell us when the game day is passed and the deed should be finished. We can use this variable for the next piece of dialogue. There will be two possible responses for this topic. One for when the deed is finished, and one for when it's not.


The key pair of script lines are
{| border="1" cellpadding="5"
!colspan=2| '''BGDeedCheck'''
|-
!  TOPIC TEXT
|  "House Deed"
|-
!  RESPONSE
|  "It should be finished by tomorrow. Check back with me then."
|-
!  CONDITIONS
* GetIsID 'BGVilanusVilla' == 1
* GetStage 'BGM001' == 110
* GetQuestVariable 'BGM001.DeedFinished' == 0
|-
!  ADD TOPICS
|  ''No add topics''
|-
!  RESULT SCRIPT
|  ''No result script''
|}
<br>
{| border="1" cellpadding="5"
!colspan=2| '''BGDeedCheck'''
|-
!  TOPIC TEXT
|  "House Deed"
|-
!  RESPONSE
|
*"The paperwork went through and you are now the owner of the Top View cottage."
*"Here's the certified deed. I'll mark the location of the house on your map."
*"May the Gods be with you."
|-
!  CONDITIONS
* GetIsID 'BGVilanusVilla' == 1
* GetStage 'BGM001' == 110
* GetQuestVariable 'BGM001.DeedFinished' == 1
|-
!  ADD TOPICS
|  ''No add topics''
|-
!  RESULT SCRIPT
|
<pre>
Player.AddItem BGTopViewDeed 1
SetStage BGM001 120
</pre>
|}
<br>


Set StartDay to GameDaysPassed
The new deed, ''BGTopViewDeed'', is just a copy of the old one without the very last line about needing to get it notarized. You do NOT need to make this a quest item. We don't need to force the player to keep it in their inventory.


  (( GameDaysPassed - StartDay ) >= 1 )
Journal Update for Stage 120:
  ''The paperwork is finished and I now have a certified deed for the Top View Cottage. I should go visit the property.''


You replace the number 1 with the number of days you want the event to last.
===Finishing up===
Add a new map marker outside of the house (in Tamriel->TopViewCottage). Call it ''BGTopViewMapMarker''. Then edit the names of the two exit doors, to something like ''BGTVDoor1'' and ''BGTVDoor2''.


When the deed has not been completed ( DeedDone == 0) use
Then add the following quest stage result script for stage 120:


TOPIC<br />
<pre>
BGTopView (Top View Cottage?)
BGTVDoor1.SetOwnership
BGTVDoor2.SetOwnership
SetCellOwnership BGModTut4
SetCellOwnership BGModTu4Base
ShowMap BGTopViewMapMarker
</pre>


RESPONSE<br />
This script transfers ownership of the house doors and cells to the player, and then enables the map marker.
I haven't quite finished the paperwork check with me later.


CONDITIONS<br />
We then complete the quest script with a final block to check when the PC arrives at the house.
GetIsId  BGVilanusVilla == 1<br />
GetQuestVariable BGM001.QuestWon == 1<br />
GetQuestVariable BGM001.DeedDone == 0


ADD TOPICS
<pre>
If GetStage BGM001 == 120
If Player.GetInCell BGModTut4 || Player.GetInCell BGModTu4Base
SetStage BGM001 130
EndIf
EndIf
</pre>


RESULT SCRIPT
For this stage, you can check the ''Quest Complete'' box. Remember, this does not truly end the quest. To do that we must use the [[StopQuest]] function.


Once the deed is done you produce this message
The final journal entry:
''I have reached Top View. I am now free to explore my new home.''


TOPIC<br />
Finally, we add this quest stage result script to stage 130.
BGTopView (Top View Cottage?)


RESPONSE<br />
<pre>
Congratulations, you are new the proud Owner of Top View.<br />
ModPCFame 1
Here is the paperwork. I'll mark it's location on the map for you.<br />
SetEssential BGVilanusVilla 0
May the gods be with you.
SetEssential BGMSmith 0
SetEssential BGCptHubart 0
StopQuest BGM001
</pre>


CONDITIONS<br />
The [[SetEssential]] commands remove the essential status from all of the essential characters we created earlier. [[ModPCFame]] boosts the player's fame by 1 point (optional). StopQuest stops the quest from running, and disables all of its dialogue.
GetIsId  BGVilanusVilla == 1<br />
GetQuestVariable BGM001.QuestWon == 1<br />
So there you have it. A completely functional quest.
GetQuestVariable BGM001.DeedDone == 0
 
ADD TOPICS
 
RESULT SCRIPT<br />
SetStage BGM001 120
 
and add a Journal Update for Stage 120
 
''Vilanus has completed the paperwork. I should now go visit my new home.''
 
Once again we need to add a mapmarker to the outside of the house. Call it BGTopViewMapMarker.
 
And the following quest stage result script is then added and complied


'''Results Script'''
However, if we really want to wow the public with our release we will need to add some AI to our NPC’s and look at our options regarding Audio and Lip Sync, and that’s what lesson 8 will be about.


Player.additem "BGM001HouseDeed" 1
'''Till then, happy modding!'''
TopViewPlayerDoor1Ref.SetOwnership
TopViewPlayerDoor2Ref.SetOwnership
SetCellOwnership Bgmodtut4
SetCellOwnership Bgmodtu4base
ShowMap BGTopViewMapMarker
 
This script does the ownership transfer.
 
It sets the ownership of the two doors, and the two interior cells to the player.
 
It also adds the finished certified document. Note this document is not a quest item.
 
We can also add the following as an end of quest reply from Vilanus.
 
TOPIC<br />
BGTopView (Top View Cottage?)
 
RESPONSE<br />
I hope you enjoy the house.
 
CONDITIONS<br />
GetIsId  BGVilanusVilla == 1<br />
GetQuestVariable BGM001.QuestWon == 1<br />
GetQuestVariable BGM001.DeedDone == 1<br />
GetStage BGM001 >= 120
 
ADD TOPICS
 
RESULT SCRIPT
 
We then complete the quest script with a final block to check when the PC arrives at the house. Of course we will need
 
<pre>  If (GetStage BGM001 == 120)
    If (Player.GetDistance BGTopViewXMarker <= 300)
      SetStage BGM001 130
    EndIf
  EndIf</pre>
 
This gives a final journal entry. We should also mark the quest as complete using the tab. Remember this does not end the quest. To do that we must use the StopQuest function
 
''I have reached Top View. I am now free to explore my new home.''
 
And finally we add this result script. This removes the essential status from the three essential characters so you can go ahead and kill them now. It boosts the player fame (optional), and finally stops the quest.
 
ModPCFame 1
SetEssential BGVilanusVilla 0
SetEssential BGMSmith 0
SetEssential BGCptHubart 0
StopQuest BGM001
So there you have it. A complete functional quest.


However, if you really want to wow the public with our release we will need to add some AI to our NPC’s and look at our options regarding Audio and Lip Sync, and that’s is what lesson 8 will be about.
== Thanks ==


'''Till Then Happy Modding.'''
Thanks to dtom, who posted the [http://www.elderscrolls.com/forums/index.php?showtopic=517001 guide] on the [http://www.bethsoft.com/bgsforums/index.php?showforum=24 Elder Scrolls Forums] that this article is based on.


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

Latest revision as of 23:45, 16 August 2010


Preamble[edit | edit source]

This is the Seventh 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.

Files[edit | edit source]

I have uploaded some files which we will use to accompany the next few tutorials. 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

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

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)

D. A RTF document containing the text for the first 7 lessons (as requested).

Download the files here.

Introduction[edit | edit source]

We have already begun building a quest. This lesson continues directly where Lesson 6 left off. We have set up a cottage which the PC will need to investigate to gain clues to identify who has stolen the deed and key. We have learned how to add dialogue using Topic/Response combinations and conditional statements to limit who gets to say the dialogue.

We have seen how to use a limited amount of scripting to progress our quest. While there is loads more dialogue to include in this part of the quest, we will focus far more on the use of scripting.

Cottage Phase[edit | edit source]

Entering the cottage[edit | edit source]

We cannot rely on dialogue to progress our quest because the courier is dead.

The next stage bump is done via another addition to the main quest script which will check if the player is inside the cottage or not. We can use the GetInCell function to do this. If you examine the wiki page, you will see that the usage for that function is:

[ActorID].GetInCell CellName

The square brackets indicate that providing an ActorID is optional. In this case, the actor ID will be Player. If you're using the base file provided at the beginning of the tutorial, the cell name will be BGModCourierCottage. If not, it will be whatever you called the cottage cell.

When the character enters the cell we want to move to stage 40. We can use the stage to limit when the active part of the script runs. We first need to add stage 40 in the stage tab. Then add this piece of script to the GameMode block in BGM001QuestScript.

 If (GetStage BGM001 == 30)
   If (Player.GetInCell BGModCourierCottage == 1)
     SetStage BGM001 40
   EndIf
 EndIf

In this case, the quest stage acts like a DoOnce type control. During stage 30 of our quest, the game will repeatedly check to see if the player is inside the cottage cell. When the player is finally found inside the cell, the stage will be changed, and this IF block will never be true again (unless the stage is changed back to 30 for some reason).

You can add a journal entry for stage 40 to keep the player updated:

I found the courier's cottage. I should look around for some clues.

Finding the clues[edit | edit source]

Now we need to write a bit of script to handle the two clues we left in the cottage. There's more than one way to do this, but for now we will add a script to each of the clue items, and a couple of new variables to the main quest script.

First, add the two new variables into the main quest script:

Short HasAmulet
Short HasPaper

Then set up the two Object-type scripts. Open the script editor from the Gameplay menu, and make sure to set the script type before saving.

This is the script that will be attached to the torn letter:

SCN BGPartialLetterSCRIPT

Begin OnAdd Player
	If (BGM001.HasAmulet == 0)
		MessageBox "I found a torn document. I should continue to look for more clues."
	Else
		SetStage BGM001 50
	EndIf
	Set BGM001.HasPaper to 1
End

And this is the script that will be attached to the amulet:

SCN BGEmbossedAmuletSCRIPT

Begin OnAdd Player
	If (BGM001.HasPaper == 0)
		MessageBox "I found a strange amulet in the cottage. I should continue to look for more clues."
	Else
		SetStage BGM001 50
	EndIf
	Set BGM001.HasAmulet to 1
End

Add these scripts to the appropriate objects by opening up their details window and selecting them from the Script drop-down menu.

The scripts are very similar. Here's how they work: OnAdd is a hook that will be called by the object when it is added to an inventory. If you examine the wiki page for OnAdd, you will see that a parameter can be added so that the block is only triggered when the item is added to a particular inventory. In our case, we want that to be the player's inventory, so we used "OnAdd Player".

Then, inside the OnAdd block, we check to see whether or not the player has found the OTHER clue. If the play has NOT found the other clue, we give them a message that tells them to continue looking. If the player DOES have the other clue, they are done looking, and we can bump the quest stage to 50.

After the check, we change the appropriate quest variable to indicate that the player has found that item.

Remember to create stage 50, and then add this journal entry for it:

I found some clues for Captain Hubart to work with. I should return to him in Chorrol.

Returning the clues[edit | edit source]

Now we can now set up the next bit of interaction with Hubart.

We use the topic BGCluesFound that was added earlier. We want one response if the player has not collected the clues yet, and another for when they have collected the clue. We can use the quest stage as a condition. Set up the responses so that a new topic called BGRedRose is added if we have the clues.

BGCluesFound
TOPIC TEXT "Clues"
RESPONSE
  • "I recognize this amulet! It bears the mark of a gang of thieves that call themselves the Red Rose Brigade."
  • "Did you find the key or deed mentioned in the letter there? No? Then those thieves must have taken them..."
CONDITIONS
  • GetIsId 'BGCptHubart' == 1
  • GetStage 'BGM001' == 50
OPTIONS
  • Say Once
ADD TOPICS
  • BGRedRose
RESULT SCRIPT
Player.RemoveItem "BGPartialLetter" 1
Player.RemoveItem "BGEmbossedAmulet" 1
Player.RemoveItem "BGCourierKey" 1

The script simulates Cpt. Hubart taking the clues and key from us. The "Say Once" option should be checked because we only want this dialogue and script to run once (obviously), but our condition checks won't ensure that as is. We haven't changed the stage or anything like that.

If the player only has one of the clues, this response will be available:

BGCluesFound
TOPIC TEXT "Clues"
RESPONSE "I need more to work with."
CONDITIONS
  • GetIsId 'BGCptHubart' == 1
  • GetStage 'BGM001' == 40
  • GetQuestVariable 'BGM001.HasAmulet' == 1 OR
  • GetQuestVariable 'BGM001.HasPaper' == 1 OR
ADD TOPICS No add topic
RESULT SCRIPT No script

This is the first time we've checked the OR flag on a condition. If any of the OR conditions are true, we basically get a TRUE for that entire set of OR conditions. So if the player has either the amulet or the paper, the stage is 40, and the actor is Cpt. Hubart, this response will show up. The OR statements by themselves would also work if we had BOTH of the objects (both would be true), but because we already would have changed the stage to 50 in that case, the stage condition here fails and eliminates the response. (50 != 40)

Leading the player to the next phase[edit | edit source]

For the Red Rose topic add this response and add a new topic called BGSmith.

BGRedRose
TOPIC TEXT "Red Rose Brigade"
RESPONSE
  • "They're a nasty bunch led by a couple of villains named Blair and Brown."
  • "They have a hideout in the mountains."
  • "If you want to find them, your best bet is to talk to an ex-member named Smith."
  • "I'm surprised... I never took Brown for a killer."
CONDITIONS
  • GetIsId 'BGCptHubart' == 1
  • GetStage 'BGM001' == 50
ADD TOPICS
  • BGSmith
RESULT SCRIPT No script

Finally add the Brandy, if you wish. Alternatively we could omit this and allow the player to make his choices

BGSmith
TOPIC "Smith"
RESPONSE
  • "He quit the gang a while back and moved to Aleswell. You'll probably find him in the inn there."
  • "He's partial to a drop of brandy. Here, this might help loosen his lips."
CONDITIONS
  • GetIsId 'BGCptHubart' == 1
  • GetStage 'BGM001' == 50
ADD TOPICS No add topic
RESULT SCRIPT
Player.Additem "PotionCyrodiilicBrandy" 1
SetStage BGM001 60

To complete this section we need to update the journal and move on to Aleswell.

Add this to the Stage 60 journal entry.

Captain Hubart told me that the amulet I found near the courier's body belongs to a gang of thieves named the Red Rose Brigade. He told me that my best chance of finding them is to talk with an ex-member named Smith, who now lives in Aleswell.

Aleswell Phase[edit | edit source]

This is the last section prior to the big show down. We want to set up a disposition based dialogue in which Smith, once he likes you enough, will give you the location and key to the hidden Red Rose Brigade cave system.

We need to create:

  • Hideout Key
  • NPC called Smith
  • Map marker to the exterior of the Cave system
  • The Cave system (if you are not using the base files)

Creating Smith[edit | edit source]

First we want set up our NPC.

I used a member of the Thieves Guild as a base. I stripped out his AI, but I left him as a faction member of the Thieves Guild. This will help fellow guild members get a bit of a boost to their disposition.

I have chosen Aleswell as the location for this part of the quest because it is actually a lousy location to use. Aleswell is the setting for an interesting Miscellaneous Quest. In this quest all the inhabitants of the town are invisible. If the user has completed this quest before they load this mod, there will be no problem. However, if this is the first time a player has entered the inn, they will find themselves immediately involved in this quest. We need to make sure our mod interacts with this quest.

We could use some scripts (see lesson 8) to make Smith invisible along with the rest of the citizens. But, as is so often the case, the simplest solution is to just brush over it with a quick bit of dialogue.

We can set up a GREETING for Smith. Here we use the quest stage for the miscellaneous quest called MS47 Zero Visibility. This is the stage where the people of Aleswell become visible.

GREETING
TOPIC TEXT GREETING
RESPONSE "This is so weird. Everyone here is invisible. I came here to blend in with the crowd.. just my luck."
CONDITIONS
  • GetIsId 'BGMSmith' == 1
  • GetStage 'MS47' < 50
ADD TOPICS No add topic
RESULT SCRIPT No script

Information gathering[edit | edit source]

The next bit of the quest is a bit tricky.

First let’s review what we want to do.

We are going to set up a situation in which Smith is reluctant to tell us any information regarding the hideout until he likes us enough.

This is called an Information refusal. We can set up the refusal very easily.

Let’s do that now.

BGRedRose
TOPIC TEXT "Red Rose Brigade"
RESPONSE "Hey, I'm done with them. That's all I have to say about that."
CONDITIONS
  • GetIsId 'BGMSmith' == 1
  • GetDisposition [TARGET] < 90
OPTIONS
  • Info Refusal
ADD TOPICS
  • BGBrandy
RESULT SCRIPT No script

The "Info Refusal" flag will make sure that the topic text does not get grayed out, so that the player knows there is still more information available for that topic.

As long as the disposition to the player is less than 90, Smith will give us the brush off when we talk about the Red Rose Brigade.

Somehow we will need to get that disposition up. If the PC is a member of the Thieves Guild, that will help. We can also bribe the NPC or play the disposition game with him. Of course if the player is good with speech craft, that will also get them a bonus. However, I have deliberately set the threshold high because I want to use the brandy idea we set up in Chorrol.

Using choices in dialogue[edit | edit source]

To do this we will set up a bit of dialogue where the player can choose give Smith some brandy.

First, create the choice topics: BGBrandyYes, and BGBrandyNo.

BGBrandyNo
TOPIC TEXT "No, sorry."
RESPONSE "Aw, that's a shame..."
CONDITIONS
  • GetIsId 'BGMSmith' == 1
  • GetStage 'BGM001' == 60
ADD TOPICS No add topics
RESULT SCRIPT No result script

This is just a simple piece of dialogue.

The "Yes" choice will be more complicated. We will have to check the player's inventory to see if they have any brandy, and if they do, run a script to change the player's disposition.

BGBrandyYes
TOPIC TEXT "I sure do. Here, have some!"
RESPONSE "Wonderful! Uh.. what? Oh no! Has the brandy turned invisible, too?!"
CONDITIONS
  • GetIsId 'BGMSmith' == 1
  • GetStage 'BGM001' == 60
  • GetItemCount 'PotionCyrodiilicBrandy' == 0 (RUN ON TARGET)
ADD TOPICS No add topics
RESULT SCRIPT No result script

This is the response that the player will get if they have no brandy. You MUST check the "Run on Target" box for the GetItemCount condition in order for this to work. Otherwise, the GetItemCount will check the Smith NPC's inventory! (The player is the target in this case.)

Before making the next response, quickly go back the Smith NPC that you dropped in AleswellInn. Open up the details for the one you dropped - the reference, not the base NPC itself - and name it BGMSmithREF. The Persistent Reference box should also be checked already.

BGBrandyYes
TOPIC TEXT "I sure do. Here, have some!"
RESPONSE "Wonderful! Cheers!"
CONDITIONS
  • GetIsId 'BGMSmith' == 1
  • GetStage 'BGM001' == 60
  • GetItemCount 'PotionCyrodiilicBrandy' >= 1 (RUN ON TARGET)
ADD TOPICS No add topics
RESULT SCRIPT
BGMSmithREF.ModDisposition Player 15
Player.RemoveItem "PotionCyrodiilicBrandy" 1

The ModDisposition function will simply increase the NPCs disposition towards the player by 15. Then one bottle of brandy will be taken from the player's inventory. Then we'll set up the dialogue that leads to these two choices:


BGBrandy
TOPIC TEXT "Brandy"
RESPONSE "Yeah, I love the stuff. Have you any to spare?"
CONDITIONS
  • GetIsId 'BGMSmith' == 1
  • GetStage 'BGM001' == 60
CHOICES
  • BGBrandyYes
  • BGBrandyNo
ADD TOPICS No add topics
RESULT SCRIPT No result script

The Choices list is right under the Add Topics list. Add the choice topics in the same way you would add an add topic in.

Success[edit | edit source]

By a combination of speech craft, factions, bribes disposition games and brandy gifts the Player should be able to raise the disposition to 90 eventually. This will trigger the next bit of dialogue and send us towards the quest climax. Return to the BGRedRose topic and add this:

BGRedRose
TOPIC "Red Rose Brigade"
RESPONSE
  • Ok, the truth is I've fallen out with the gang. They've threatened to kill me for leaving."
  • "You look like you can take care of them."
  • "Watch out for Blair, though, he's a nasty bit of work."
  • "I'll mark the hideouts location on your map. And here's my old key... I hope it still works."
  • "Mind you, I'm surprised at Brown. He was a decent chap when I was in the gang..."
CONDITIONS
  • GetIsId 'BGMSmith' == 1
  • GetStage 'BGM001' == 60
  • GetDisposition [TARGET] >= 90
ADD TOPICS No add topic
RESULT SCRIPT
SetStage BGM001 70
Player.Additem "BGHideoutKey" 1
ShowMap BGCaveMapMarker

Map markers[edit | edit source]

The result script bumps the quest stage to 70 and gives the player the key and map marker. In the quest stage section for stage 70 we can add an appropriate journal entry.

Of course before we do this we need to add the MapMarker to the exterior of our cave. The cave system cell is BGmodtSugglersCaveCOPY0000 in the Interiors worldspace. The cave exterior cell is BGTutMCaveExt in the Tamriel worldspace.

Again we can use the door teleport marker to get ourselves to the exterior location. Drop in a MapMarker and give it a Suitable reference name like BGCaveMapMarker.

Journal entry:

Smith gave me a key for the Red Rose Brigade's hideout. I should go to the hideout and see if I can recover my uncle's key and house deed.

Red Rose Hideout Phase[edit | edit source]

This is the climax of our quest. The player will travel to a cave and finally have his showdown with the Red Rose Brigade. We also want to set up a treasure chest as an additional reward. To make the player's task a little harder, we will need to add some goons to fight along the way.

We will need:

  • Dungeon/Cave system
  • Letter, adding extra clue from Brown about chest
  • Several NPC goons
  • NPC called Brown
  • NPC called Blair
  • Key to Brown's cell
  • Key to Uncle's House
  • First Deed Document
  • A special chest
  • Some traps, etc.

Dungeon Design Ideas[edit | edit source]

The first thing we will need is a cave system, or dungeon, for the player to delve into. The dungeon pieces are a little harder to work with compared to the standard building interiors, as they are not complete pieces. Instead they slot together, piece by piece, to create whole rooms.

A lot of the CS building parts work this way. Castles, Large Basements, Caves, ruins, and Dungeons are all created using this slotting method. First, make sure you switch on the snap-to guides and the angle rotation guides; it makes life easier. Then open File->Preferences and change the snap-to value to 1. This alters the sensitivity of the snap, giving a closer fit.

The best source of information and design ideas is the game and the CS. You should get into the habit of making note of ‘cool’ locations or quests and looking them up in the CS to see how they work.

The cave system I set up for this tutorial was created in a hurry. I simply copied chambers from other cave systems in the CS and then pasted them together.

It’s funny how you can come full circle. I now realize that the problem with the My First Dungeon tutorial in the Wiki is that it chose to illustrate its techniques using a dungeon. Had the Wiki went for "My First House" instead, it would have been much better off. However, we now know what we are doing, and working on dungeons should be no problem.

I don’t intend to give you a click by click guide to building dungeons. If you get stuck, use the PLAYTEST version as a guide.

Dressing the Dungeon[edit | edit source]

Ok, let’s add some bits to help move our story forward. First, let's write a piece of script in the main quest script's GameMode block to update the quest stage when the player enters the hideout.

If (GetStage BGM001 == 70)
     If (Player.GetInCell BGmodtSugglersCaveCOPY0000 == 1)
          SetStage BGM001 80
     EndIf
EndIf

We can also add a journal entry for stage 80:

I've arrived at the Red Rose Brigade's hideout. If those thieves stole the deed and house key, I should find them here.

Although this first chamber is quite large, I have decided to limit the threat to a single small random creature: a rat or a crab (LL0NuissanceBeast100). Why? Two reasons: I want to be able to escalate my threat, and I want to build suspense.

One of the design choices you will have to make is how to balance risk against reward. You should also try to escalate the threat as the story progresses. For instance, it would be very easy to throw five or six Daedra into the first chamber of our dungeon. But where do you go from there? If you start with too big a threat then you have little room to escalate that threat later. Also, try to give a little thought to the user who has minimum specifications. I’ve seen a few works in progress where they have designed a really cool crypt with 30 or so monsters in it. But I know that on my poor little PC, I’ll get a frame rate of about 3 frames per week. This is not a mod I'll be playing. Bigger doesn’t mean better, more is sometimes less.

The player is also expecting to meet bad guys. Hopefully he will edge his character down into the first chamber fully expecting an army of trolls. I want to disappoint him. I want him to start to think this is easy before we hit him/her with the big stuff.

I also want to set the scene a little. For this I created another corpse, and placed a letter near it which informs the player about the special treasure chest and Brown's imprisonment.

Make the corpse and the letter. I also added a leveled nuisance creature at the far end of the chamber, so that the player will have to deal with the annoyance of a one hit kill creature after picking up the letter.

The text for the letter is:

<font face=5>
Dear Smith,
<br>
<br>
I beg of you, please help me. Blair has gone mad. I have been imprisoned.<br>
<br>
It all began when we attacked the White Horse Courier near Chorrol.
It was supposed to be a simple robbery. But when Blair found out that the only loot was a key and a house deed he went berserk. 
<br>
He killed the courier in cold blood. I wanted no part of it.<br>
I suggested the gang might do better with me in charge. He accused me of being a
double-agent for our rivals, the Torch Gang. Now he's had me locked up because I know how to open his treasure chest. He wants to kill me but he fears the other gang members might turn on him.
<br>
Please Smith, send help. I have asked one of the gang members who's loyal to me to take this letter to you. I hope he makes it. Blair is watching my every move.
<br>
<br>
Your old friend,<br>
Brown

We make and add the following script to the letter

Scriptname BGM001BrownsLetterSCRIPT

Begin OnAdd Player

  If (GetStage BGM001 >= 80)
    SetStage BGM001 90
  EndIf

End

Again we can bump the stage and enter another journal entry for stage 90:

I have found a letter from Brown. It appears the Red Rose leader has imprisoned him. Brown has knowledge of a secret treasure. I should try to talk to him.

Finally, I messed about with the lighting to try to create a little more atmosphere. Clearly, caves should be darker than the outside world. Try to use spot lights to pick out areas you want the PC to notice and to hide threats that you want to be a surprise.

The second chamber will contain a single NPC. We want all the Red Rose Brigade NPC’s to act as a team. How? With Factions.

Factions[edit | edit source]

Factions are used in three ways by the game:

  1. To establish a hierarchy or internal structure for organizations the PC can join
  2. To group NPCs into teams with similar behaviors.
  3. To make groups of NPCs that can be used in condition statements. (e.g., when we used the ICFaction to apply conditions to citizens of the Imperial City)

To create a new faction, open up the Faction box from the Character menu. The column on the left lists all of the existing factions. Rick-click in the column and select New. Give the Faction a unique ID, such as BGRedRoseBrigade. Now, add the name to the top: Red Rose Brigade.

The "Hidden from PC" flag at the top basically controls whether or not a player can enter that faction. Check this box.

The Rank Data box in the center controls the ranks and titles within the faction. Note that the ranks are split to offer the choice of alternative titles based on gender. In the case of our faction, these have no meaning at all.

For us, the Interfaction Relations box at the bottom will be most useful.

It controls the disposition of members of one factions towards members of another faction. The Mod value is a numerical modifier ranging from -100 to +100. This modifier is applied to all members of the group.

The results are cumulative. Let’s say we decide that the Red Rose Brigade is closely affiliated with the various Bandits who occupy Tamriel. We can add a modifier of, say, +70 to that group. Create a new entry for the Bandit faction, and set the modifier to 70. From now on every member of the Red Rose faction will add 70 to there disposition towards bandits. We can add as many groups as we like.

We want the Red Rose members to be openly hostile to the PC. For this we can use PlayerFaction, which has a solitary member: the player. We can adjust the disposition for this faction to -100. This means they will attack the player on sight.

We also want Red Rose members to be friendly with one another. Add another disposition entry for the Red Rose faction itself, with a relatively high disposition value.

Finally, we need to add a separate faction for Brown, so that (1) the Red Rose members don't kill their prisoner and (2) the prisoner won't attack the player. Name it something like BGRRPrisoner. For the prisoner's faction, add a positive disposition towards the player. Then go back to the Red Rose Brigade faction and add a positive disposition towards the prisoner's faction.

Enemy NPCs[edit | edit source]

Create an NPC. I used the BanditMelee character as a base template. This character already comes with leveled item lists (even though they will appear to be naked in the preview render).

The level of an NPC is controlled by the flags and boxes to the left of the character box.

We can make two choices:

Level: In this option we select a specific level for the NPC. The advantage is that we can control exactly how challenging an NPC should be. This is ideal if we have a particular reward which we feel should be earned only by well developed player characters. Suppose you design a one hit kill sword. This is a big reward. The player should have to earn this reward by defeating a big boss.

On the other hand, you might even want to make an NPC particularly weak, which you could easily do by setting a low level.

The disadvantage is that if you set an NPC to level 40, for example, only a small number of players will meet this challenge. Many may simply unplug your mod.

PC Level Offset: This is one of the more controversial developments in Oblivion. Many Morrowind veterans have been particularly vocal in their criticism of this technique. The advantage is that no matter what level your PC is at you will meet a decent challenge which will test your PC. It allows PC's of all levels to access quests. However, it has disadvantages as well. This approach does mean that some times the risk does not match the reward.

For this tutorial I have chosen to use the PC Level Offset method as this is the Oblivion norm. It is, of course, up to each individual designer to choose what they want to do. I would suggest that whatever method you choose is consistent throughout the mod. If you mix and match you could have a situation where the first few goons are 10 levels above the end boss, or where after defeating a series of level 2 goons you suddenly encounter a level 30 boss.

We also want this first goon to be a little bit easier than those coming up so lets set the value to -2 levels using the offset box. The bandit already has a suitable leveled inventory.

The central chamber will contain 3 NPCs. Remember to add the Red Rose Faction to their faction lists and delete the others. I used more bandits as a base for these. I also set the PC level offset to -1.

Finally, I messed around with the lighting a bit. I wanted to give stealthy players a chance to sneak. I removed the lighting from the linking corridor and the entrance.

The Final Chamber[edit | edit source]

Setting up the resources[edit | edit source]

This consists of a large chamber with two antechambers. In the first antechamber we create a cell by placing a door in the corridor. We can use this to house NPC BGBrown. Remember, Brown must be added to the separate prisoner faction.

Finally, we create Blair. He is our Boss. I made his level offset +2. I am going to say very little about this NPC, because this is where you get to have the most fun making your own bad guy. Once created, add the cell door key to his inventory. Make the cell door locked, and set it to ‘Needs a key‘.

Add BGTopViewKey (the key to the house) to Blair's inventory. Now create an "uncertified" deed and add this to his inventory.

BGTopViewUncertifiedDeed:

<font face=5>
<BR>
<BR>
This document hereby states that the bearer is the sole owner and possessor of the
domicile currently known as Top View. Said domicile is located North of the Imperial
City and South of the city of Bruma in the territory known as Cyrodiil.<BR>
<BR>
The bearer has full ownership rights to all of the structures, flora and land within
the property borders as defined in the Tamriel Construction Charter. The bearer is
responsible for all matters pertaining to or occurring on said property.<BR>
<BR>
This document also empowers the bearer transfer rights to reassign the property as he
sees fit. The bearer may amend this document to rename the manor  by submitting the
proper forms and payments to the Tamriel Construction Charter and by filing
duplicate forms with the Documents Division of the Imperial City Archives.<BR>
THIS DOCUMENT MUST BE REGISTERED IN THE IMPERIAL CITY BY A QUALIFIED NOTARY PUBLIC TO GAIN LEGAL FORCE.<BR>

This document explains why we have to return to the Imperial City.

Both Blair and Brown will need special AI packages to get them to work properly.

I also want to make sure that the player, no matter how good they are at sneaking, will be forced to confront Blair. How do we do this? Easy, we script it. We will also design the quest so that you will have to kill Blair to move on to the next stage. We can also do this through scripts.

Setting up Blair[edit | edit source]

Add a new variable to the main quest script called BlairGreeted. Then attach this script to the Blair NPC:

SCN BGBlairSCRIPT

Begin OnDeath
	SetStage BGM001 95
End

Begin GameMode
	If BGM001.BlairGreeted == 0
		If GetDistance Player <= 500
			StartConversation Player GREETING
		EndIf
	EndIf
End

Then set up the new GREETING.

GREETING
TOPIC TEXT "GREETING"
RESPONSE "I heard you've been snooping around. Prepare to die!"
CONDITIONS
  • GetIsID 'BGBlair' == 1
  • GetStage 'BGM001' >= 80
ADD TOPICS No add topics
RESULT SCRIPT
Set BGM001.BlairGreeted to 1
StartCombat Player

In order for this to actually work, we need to change Blair's aggression stat so that he doesn't attack the player on sight (the topic result script will initiate combat for us). Open up the Blair NPC form, and click the AI button. In AI Attributes, set Aggression to 0.

When the PC kills Blair, we can also update the journal by adding an entry for stage 95.

I have killed Blair. I should search his body for the deed and house key. I should also see if he has a key to Brown's cell. I can then return to the Imperial City to see Vilanus.

Setting up Brown[edit | edit source]

We can set up an optional reward for players who choose to free Brown from his cell. Open up Brown's form and make sure he doesn't have a high aggression level, just to make sure Brown won't attack the player on sight. It should at least be lower than whatever positive disposition you gave the prisoner faction towards the player, but it wouldn't hurt to just set it to 0.

Then set up a greeting for Brown:

GREETING
TOPIC TEXT GREETING
RESPONSE "Please, please, don't kill me! I had no hand in this. Just let me go."
CONDITIONS
  • GetIsID 'BGBrown' == 1
  • GetStage 'BGM001' >= 95
ADD TOPICS
  • BGBrownChoice1
  • BGBrownChoice2
RESULT SCRIPT No result script

Each response will advance the quest to a different stage, which will have appropriate journal entries and result scripts.

BGBrownChoice1
TOPIC TEXT You can go.
RESPONSE "Thank you! Thank you! The code is one, four, seven."
CONDITIONS
  • GetIsID 'BGBrown' == 1
  • GetStage 'BGM001' >= 95
ADD TOPICS No add topics
RESULT SCRIPT
SetStage BGM001 100

For stage 100, add the following journal entry:

Brown gave me the code for the combination lock on the chest. I need to enter 1-4-7 to unlock it. Once I've done that, I will need to go see Vilanus Villa in  Imperial City. Vilanus will need to transfer ownership of my uncle's house to me.
BGBrownChoice2
TOPIC TEXT No.
RESPONSE "You'll regret this!"
CONDITIONS
  • GetIsID 'BGBrown' == 1
  • GetStage 'BGM001' >= 95
ADD TOPICS No add topics
RESULT SCRIPT
SetStage BGM001 101

Add another entry for stage 101:

I left Brown to rot in his cell. I need to go see Vilanus Villa in  Imperial City so he can transfer my uncle's property to me.

The stage result script is used to remove the quest object status from a number of items which are no longer needed and which the PC can now dispose of. This should be applied to BOTH of the possible stages. (Use whichever IDs you chose when creating these items.)

SetQuestObject BGHideoutCELLKey 0
SetQuestObject BGHideoutKey 0
SetQuestObject BGBrownLetter 0
SetQuestObject BGPartialLetter 0


We will need to look at altering Brown's behavior for the final release. We will need to add some AI in the next lesson to get him to run away.

Scripting the chest[edit | edit source]

What we need to look at now is another hefty bit of scripting which will control the combination lock on the treasure chest.

Here it is in its entirety. Look through it and try to work out what it is doing.

It controls a chest with a three digit combination style lock.

SCN BGBlairsChestSCRIPT

Short Button1
Short Button2
Short Button3
Short Frame
Short Unlocked
Short GoldCount

Begin OnActivate

  If Unlocked == 1
    Activate
  Else
	;Begin combination menu
	Set Frame to 1
  EndIf

End

Begin GameMode
If Frame != 0
	;Get the first digit
	If Frame == 1
		MessageBox "First digit" "0" "1" "2" "3" "4" "5" "6" "7" "8" "9"
		Set Frame to 2
	EndIf

	;Save first digit entered, get the second digit
	If Frame == 2
		Set Button1 to GetButtonPressed
		If Button1 == -1
			Return
		EndIf
		MessageBox "Second digit" "0" "1" "2" "3" "4" "5" "6" "7" "8" "9"
		Set Frame to 3
	EndIf

	;Save second digit entered, get third digit
	If Frame == 3
		Set Button2 to GetButtonPressed
		If Button2 == -1
			Return
		EndIf
		MessageBox "Third digit" "0" "1" "2" "3" "4" "5" "6" "7" "8" "9"
		Set Frame to 4
	EndIf

	;Save third digit entered, then check combination.
	If Frame == 4
		Set Button3 to GetButtonPressed
		If Button3 == -1
			Return
		EndIf

		If Button1 == 1 && Button2 == 4 && Button3 == 7
			;Correct combination result
			MessageBox "The combination pad unlocks."
			Set Unlocked to 1
			Set Frame to 0
		Else
			;Bad combination result
			MessageBox, "Suddenly your pockets feel a bit lighter."
			Set Frame to 0			
			If (Player.GetItemCount "gold001") >= 100
				Player.RemoveItem "gold001" 100
				AddItem "gold001" 100
			Else
				Set GoldCount to Player.GetItemCount "gold001" 
				Set GoldCount to GoldCount - 1
				Player.RemoveItem "gold001" GoldCount
				AddItem "Gold001" GoldCount
			EndIf
		EndIf ;Correct combo
	EndIf ; Frame 4
EndIf; Frame != 0
End

Now it's time to wrap up our little adventure. We move the scene back to the Imperial City.

Imperial City Phase Two[edit | edit source]

In this phase the player will return to Vilanus, who will set about transferring the ownership of the property to you. We will add a delay so that the player has to wait 24 game hours before the process is finished.

We need:

  • A completed version of the deed
  • The prize house
  • A map marker for the house

To set up the prize house, go to the interior cell BGmodtut4, which is the interior of the house. It has three doors. One leads to the basement. The other two are linked to the exterior. Lock the exterior doors and set the ownership to our old buddy BGDummyOwner. Set the interior cell ownership to BGDummyOwner as well.

New dialogue[edit | edit source]

We begin by adding more dialogue for Vilanus Villa.

First, set up three new topics:

  • BGDeedCheck
  • BGRecoverYes
  • BGRecoverNo

Then add a new greeting:

GREETING
TOPIC TEXT "GREETING"
RESPONSE "Hello, have you managed to recover the key and deed?"
CONDITIONS
  • GetIsID 'BGVilanusVilla' == 1
  • GetStage BGM001 >= 20
  • GetStage BGM001 < 110
ADD TOPICS No add topics
CHOICES
  • BGRecoverYes
  • BGRecoverNo
RESULT SCRIPT No result script

Then edit the choices.

BGRecoverNo
TOPIC TEXT "No, not yet."
RESPONSE "I can't help you until you've found both the key and the deed."
CONDITIONS
  • GetIsID 'BGVilanusVilla' == 1
  • GetStage 'BGM001' < 95
ADD TOPICS No add topics
RESULT SCRIPT No result script


BGRecoverYes
TOPIC TEXT "Yes. Here they are."
RESPONSE "Excellent. I will take the deed to the property registrar today. Come back tomorrow, the transfer should be complete by then."
CONDITIONS
  • GetIsID 'BGVilanusVilla' == 1
  • GetStage 'BGM001' >= 95
  • GetItemCount 'BGTopViewKey' == 1
  • GetItemCount 'BGTopViewUncertifiedDeed' == 1
ADD TOPICS
  • BGDeedCheck
RESULT SCRIPT
Player.RemoveItem BGTopViewUncertifiedDeed 1
SetStage BGM001 110

Stage 110 Journal Update:

Vilanus told me that he is going to take the deed to the property registrar, and that I should check back with him tomorrow when the transfer is complete.

We want to set up a delay of one day before we can collect the finished documents. This gives us an excellent opportunity to look at and practice timers.

Timers[edit | edit source]

Timers are another bit of scripting that gets used again and again. The game uses a number of global variables to report the progress of time.

The two most used are:

We can use the seconds passed to establish timed events. GetSecondsPassed returns a float value, so we must set up a float type variable to save it in.

Here is an example script that takes 10 Septims from the player and then gives them back 25 seconds later.

Scriptname ExampleTimerScript

float Timer
short State

Begin GameMode
	
  If State == 0 
    Set Timer to 25.0
    Set State to 1
    Player.RemoveItem "gold001" 10
  ElseIf State == 1
    If Timer > 0
      Set Timer to Timer - GetSecondsPassed
    Else
      Player.AddItem "gold001" 10
      Set State to 2
    EndIf
  EndIf

End

If you're writing a script where you're only interested in the number of in-game days that have passed, you can use GameDaysPassed instead (which is a short).

In the quest script add three short variables called State, StartDay, and DeedFinished.

Then add this to the GameMode block:

	If GetStage BGM001 == 110
		If State == 0
			Set StartDay to GameDaysPassed
			Set State to 1
		ElseIf State == 1
			If GameDaysPassed > StartDay
				Set DeedFinished to 1
				Set State to 2
			EndIf
		EndIf
	EndIf

This piece of script goes through three states:

  1. Stage 110 has begun. Initialize the StartDay value, and change to second state.
  2. StartDay has been set. Check to see if the value of the current in-game date is more than StartDay (this will be true on any day after the starting day, including the first day after, which is what we want). Change to third state.
  3. Finished. Do nothing.

More dialogue[edit | edit source]

The DeedFinished variable will tell us when the game day is passed and the deed should be finished. We can use this variable for the next piece of dialogue. There will be two possible responses for this topic. One for when the deed is finished, and one for when it's not.

BGDeedCheck
TOPIC TEXT "House Deed"
RESPONSE "It should be finished by tomorrow. Check back with me then."
CONDITIONS
  • GetIsID 'BGVilanusVilla' == 1
  • GetStage 'BGM001' == 110
  • GetQuestVariable 'BGM001.DeedFinished' == 0
ADD TOPICS No add topics
RESULT SCRIPT No result script


BGDeedCheck
TOPIC TEXT "House Deed"
RESPONSE
  • "The paperwork went through and you are now the owner of the Top View cottage."
  • "Here's the certified deed. I'll mark the location of the house on your map."
  • "May the Gods be with you."
CONDITIONS
  • GetIsID 'BGVilanusVilla' == 1
  • GetStage 'BGM001' == 110
  • GetQuestVariable 'BGM001.DeedFinished' == 1
ADD TOPICS No add topics
RESULT SCRIPT
Player.AddItem BGTopViewDeed 1
SetStage BGM001 120


The new deed, BGTopViewDeed, is just a copy of the old one without the very last line about needing to get it notarized. You do NOT need to make this a quest item. We don't need to force the player to keep it in their inventory.

Journal Update for Stage 120:

The paperwork is finished and I now have a certified deed for the Top View Cottage. I should go visit the property.

Finishing up[edit | edit source]

Add a new map marker outside of the house (in Tamriel->TopViewCottage). Call it BGTopViewMapMarker. Then edit the names of the two exit doors, to something like BGTVDoor1 and BGTVDoor2.

Then add the following quest stage result script for stage 120:

BGTVDoor1.SetOwnership
BGTVDoor2.SetOwnership
SetCellOwnership BGModTut4
SetCellOwnership BGModTu4Base
ShowMap BGTopViewMapMarker

This script transfers ownership of the house doors and cells to the player, and then enables the map marker.

We then complete the quest script with a final block to check when the PC arrives at the house.

	If GetStage BGM001 == 120
		If Player.GetInCell BGModTut4 || Player.GetInCell BGModTu4Base
			SetStage BGM001 130
		EndIf
	EndIf

For this stage, you can check the Quest Complete box. Remember, this does not truly end the quest. To do that we must use the StopQuest function.

The final journal entry:

I have reached Top View. I am now free to explore my new home.

Finally, we add this quest stage result script to stage 130.

ModPCFame 1
SetEssential BGVilanusVilla 0
SetEssential BGMSmith 0
SetEssential BGCptHubart 0
StopQuest BGM001

The SetEssential commands remove the essential status from all of the essential characters we created earlier. ModPCFame boosts the player's fame by 1 point (optional). StopQuest stops the quest from running, and disables all of its dialogue.

So there you have it. A completely functional quest.

However, if we really want to wow the public with our release we will need to add some AI to our NPC’s and look at our options regarding Audio and Lip Sync, and that’s what lesson 8 will be about.

Till then, happy modding!

Thanks[edit | edit source]

Thanks to dtom, who posted the guide on the Elder Scrolls Forums that this article is based on.