Difference between revisions of "A beginner's guide - Appendix 1"

Adding Beginner's Guide TOC
imported>Druchii
(I added the prefixes to the names that refer to the quests types.)
imported>Pyrocow2
(Adding Beginner's Guide TOC)
 
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'''Appendix One: The Quest Window'''
{{ABGContents}}
 
==Appendix One: The Quest Window==


Open the quest window, using either the menus or the Q icon on the shortcuts bar.
Open the quest window, using either the menus or the Q icon on the shortcuts bar.
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<br>''MG - Mages guild ''
<br>''MG - Mages guild ''
<br>''TG - Thieves guild ''
<br>''TG - Thieves guild ''
<br>''Dark - Dark Brotherhood''
<br>''Dark/DB - Dark Brotherhood''
<br>''DA - Daedric Quests''
<br>''DA - Daedric Quests''
<br>''FG - Fighters guild''
<br>''FG - Fighters guild''
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<br>''SQ - Settlement Quests''
<br>''SQ - Settlement Quests''
<br>''House - Buying a House Quests''
<br>''House - Buying a House Quests''
 
<br>''MS'' refers to ''Miscellaneous Quests.''
''MS'' refers to ''Miscellaneous Quests.''


You might also spot quite a few of those hidden quests that control character interaction.
You might also spot quite a few of those hidden quests that control character interaction.
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look at these in turn.
look at these in turn.


'''<u>Quest Data Tab</u>'''
===<u>Quest Data</u>===


'''Quest Name'''  
'''Quest Name'''  
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'''Allow Repeated Conversation Topics'''
'''Allow Repeated Conversation Topics'''
   
   
<br>By default each conversation uses a convention where any selected topic is considered completed once you have selected it. It is greyed out and not visited again once we have selected it.  If you click on '''GREY FOX''' in the topic list of a NPC, he will respond, and then the ''Grey Fox'' topic is greyed out. If you click on it again you get the same response. Close the dialogue and return later that day, Grey Fox will still be greyed out. The conversation runs only once.
This flag refers only to '''conversations''' (dialogue attached to the Conversation tab) between NPCs. Normally, NPCs will never repeat the same topic in the same conversation (for example, when they build a conversation, they are only allowed to use the InfoGeneral topic once). In most cases, this flag is irrelevant. You will check it for quests where you have scripted conversations that require repeated use of the same topic within a single "conversation".<br>
 
However, there are occasions when you would like the NPCs to change their response according to set conditions. The clearest example of this is any conversation influenced by the disposition Mini-Game. In that case you might want conversations to be repeated. So why not always allow repeated conversations?
 
Mainly it prevents any script attached to a response being run more than once.
 
For the most part, this flag is left unchecked and repeated conversations are forbidden.  


'''Allow Repeated Stages'''
'''Allow Repeated Stages'''
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OK lets move on to the next tab.
OK lets move on to the next tab.


'''<u>Quest Stages Tab</u>'''
===<u>Quest Stages</u>===


This is the nuts and bolts part of the quest. Firstly it is important
This is the nuts and bolts part of the quest. Firstly it is important
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All the text and conditions of quest stages can be exported to a text file. This can then be spell checked and proof read. There is again an import facility on the File menu. (When I tried it  -  CTD! But that might just be me.)
All the text and conditions of quest stages can be exported to a text file. This can then be spell checked and proof read. There is again an import facility on the File menu. (When I tried it  -  CTD! But that might just be me.)


'''Quest Targets Tab'''
===<u>Quest Targets</u>===


The Target Tab is used to set a map marker which appears in the world
The Target Tab is used to set a map marker which appears in the world
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For now let's look at the Topic and Conversation Tabs.
For now let's look at the Topic and Conversation Tabs.


'''Topics Tab'''
===<u>Topics</u>===


When you click on an NPC and activate them, the program cross references the NPC's dialogue to decide what the NPC will say to you.
When you click on an NPC and activate them, the program cross references the NPC's dialogue to decide what the NPC will say to you.
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Any dialogue spoken outside the topic menu in the game is covered by the other tabs - in particular, the CONVERSATION tab.
Any dialogue spoken outside the topic menu in the game is covered by the other tabs - in particular, the CONVERSATION tab.


'''Conversation Tab'''
===<u>Conversation</u>===


A conversation consist of a series of snippets of speech or, as the designers refer to them, '''infos''' that are played between two or more '''NPC's'''. All random conversations use infos stored in topics listed under this tab.  
A conversation consist of a series of snippets of speech or, as the designers refer to them, '''infos''' that are played between two or more '''NPC's'''. All random conversations use infos stored in topics listed under this tab.  
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