Difference between revisions of "Advanced Quest Tutorial"

5,540 bytes added ,  04:37, 28 July 2006
2nd part of Advanced Quest Tutorial
imported>ShadowDancer
(1st part of Advance Quest Tutorial)
 
imported>ShadowDancer
(2nd part of Advanced Quest Tutorial)
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I chose a random key and edited the ''ID''.  When you close the box for the key it will ask "Create a new form?" at which point I clicked "Yes" to create a new instance of a key that I can alter however I wish without altering some other object in the game.  Next, I edited the new form of the key that I just made and checked the ''Quest Item'' box, gave it a new ''Name'', and then closed the box again.  We now have a key to use in the quest.
I chose a random key and edited the ''ID''.  When you close the box for the key it will ask "Create a new form?" at which point I clicked "Yes" to create a new instance of a key that I can alter however I wish without altering some other object in the game.  Next, I edited the new form of the key that I just made and checked the ''Quest Item'' box, gave it a new ''Name'', and then closed the box again.  We now have a key to use in the quest.


I did the same things for the NPC, with the exception that when I opened up the new form of the NPC, I also changed the facial characteristics of the NPC to create an NPC that didn't look like a clone of the original one.  Additionally, since the NPC is not going to be a quest item, I did not check the ''Quest Item'' box on the NPC.
Rather than creating a new NPC like was done in the '''Quest Tutorial''', I chose to take an existing MGMageScholar NPC and duplicate her since I am going to be dropping her into The Arcane University in the Imperial City.  I did the same things for the NPC that I did with the key, with the exception that when I opened up the new form of the NPC, I also changed the facial characteristics of the NPC to create an NPC that didn't look like a clone of the original one.  Additionally, since the NPC is not going to be a quest item, I did not check the ''Quest Item'' box on the NPC.


==Creating your Quest==
==Creating your Quest==
Next on our list is creating a new quest.  Open up the ''Quest'' window and right-click in the ''EditorID'' section of the window, then click ''New''.  A box will pop up with the title ''New Form Editor ID''.  This is where you are going to create a new instance of a quest, which in my case was '''ShadowMages'''.  When you hit ''Enter'', it takes you right to your new quest and shows you the ''Quest Data'' tab.
Next on our list is creating a new quest.  Open up the ''Quest'' window and right-click in the ''EditorID'' section of the window, then click ''New''.  A box will pop up with the title ''New Form Editor ID''.  This is where you are going to create a new instance of a quest, which in my case was '''ShadowMages'''.  When you hit ''Enter'', it takes you right to your new quest and shows you the ''Quest Data'' tab.


The ''Quest Data'' tab has items that we need to make some changes to.  The first change I made was putting '''The Shadow Mages''' in the ''Quest Name'' box.  However, my next change is a departure from the original '''Quest Tutorial'''.  Instead of setting the ''Priority'' to 100, I chose to stick to Bethesda's Dialogue Priorities that can be found on the [[Quest Data Tab]] page and set ''Priority'' to 50.  The other changes I made were checking the ''Start Game Enabled'' box and setting conditions that will remain constant throughout the quest.  This is where the real differences between this tutorial and the '''Quest Tutorial''' begin.
The ''Quest Data'' tab has items that we need to make some changes to.  The first change I made was putting '''The Shadow Mages''' in the ''Quest Name'' box.  However, my next change is a departure from the original '''Quest Tutorial'''.  Instead of setting the ''Priority'' to 100, I chose to stick to Bethesda's Dialogue Priorities that can be found on the [[Quest Data Tab]] page and set ''Priority'' to 50.  The other changes I made were checking the ''Start Game Enabled'' box and setting conditions that will remain constant (and be evaluated) throughout the quest.  This is where the real differences between this tutorial and the '''Quest Tutorial''' begin.
 
 
'''Note:'''
*The first thing to be aware of is that ''Quest Conditions'' are 2nd party to the Player and first party to the Actors involved in the quest.  What this means is that any time you are running conditions dealing with the Player or objects the Player possesses (which we will be doing with the key), the ''Run On Target'' box needs to be checked.  Anything that runs on an Actor involved in the quest (such as ''Topics'' for the Actor) '''does not''' have the ''Run on Target'' box checked.
 
For the ''Quest Conditions'' on the ''Quest Data'' tab I chose the following two conditions:
{|border="1" cellpadding="5" cellspacing="0"
|-
! style="background:#efefef;" colspan=1 | Target
! style="background:#efefef;" | Function Name
! style="background:#efefef;" | Function Info
! style="background:#efefef;" | Comp
! style="background:#efefef;" | Value
! style="background:#efefef;" |
|-
|yes
|GetItemCount
|Key: 'ShadowfallManorKey'
|==
|1.00
|AND
|-
|yes
|GetIsID
|NPC: 'Player'
|==
|1.00
|AND
|-
|}
 
 
 
When setting up these conditions, I clicked on the ''Function Parameter'' button that said ''INVALID'' for each of these conditions and then chose the appropriate item (ShadowfallManorKey or Player) and set the appropriate ''Value'' (in this case 1.00) for my conditions.  These conditions must always be met in order for anything set up in the quest to actually happen.
 
Lastly, I wrote a startup script for the quest which consisted of:
<pre>
Scriptname ShadowMagesSCRIPT
 
short Key
 
 
Begin GameMode
 
  If Key == 0 && GetStage ShadowMages == 0 && Player.GetItemCount ShadowfallManorKey == 1
      SetStage ShadowMages 10
      Set Key to 1
  EndIf
 
End
</pre>
 
As you can see from the script above, the key that is going to be the kickoff point that activates this Quest.  That leaves the only other thing that needs to be done on this page for this quest is to choose an icon for the quest by clicking on the ''Add Icon Image'' button.
 
==Quest Stages==
Again, I am going to go with Bethesda's standard for the ''Index'' on the ''Quest Stages'' tab which is to use units of 10 for each stage.  Right-click in the ''Index'' box and then click ''New'' to add the stages.  For now all we need are 10 and 20.  Once you create the particular stage, you want to then right-click in the ''Quest Stage Items'' section in the top box and again click on ''New'' to create a new log entry.  Then click on the ''Log Entry'' window and type in what you want to appear for the log entry for that stage in your quest windows in the game.  For the 10 stage, add '''AddTopic SCKey''' in the ''Result Script'' box so that when we have the key and the quest starts, we can immediately go and talk to the NPC about the quest.
 
==Topics==
Now it is time to set up some topics for the NPC we created earlier.  Since I duplicated an NPC rather than creating a new one, my NPC already has a ''GREETING'' and a ''Rumors'' incorporated into it.  Due to this, on the ''Topics'' tab, we are only going to create 5 topics consisting of:
*SCJagarTharn
*SCKey
*SCNo
*SCShadowMages
*SCYes
 
We will start by right-clicking on the ''EditorID'' portion of the ''Topics'' tab and then clicking on ''Add Topic'' to open the ''Select Topic'' window.  Then right-click in the ''Select Topic'' window and click ''New'' to create a new topic.  Once the topic is made, click ''OK'' to add it to the ''EditorID'' box.  At this point, we can change the ''Topic Text'' for each of these items to what we want to appear as a choice in the dialogue that is displayed to the player.  Then in the ''Info'' window right-click and click on ''New'' to open the ''New Response'' window, type in the response text, and then click the ''OK'' button.
 
My items consist of:
{|border="1" cellpadding="5" cellspacing="0"
|-
! style="background:#efefef;" colspan=1 | EditorID
! style="background:#efefef;" | Topic Text
! style="background:#efefef;" | Info/Response Details
! style="background:#efefef;" | Emotion
! style="background:#efefef;" | Result Scripts
! style="background:#efefef;" | Add Topics
! style="background:#efefef;" | Choices
|-
|SCJagarTharn
|Jagar Tharn
|Jagar Tharn was the Imperial Battlemage that imprisoned Uriel Septim VII in an attempt to usurp the Imperial Throne of Tamriel for himself.
He lost the key when battling the Shadow Mages.
|Anger (90)
|None
|SCShadowMages
|None
|-
|SCKey
|I found this key...
|Oh! You found the key that Jagar Tharn lost!
|Surprise (50)
|None
|None
|SCYes, SCNo
|-
|SCNo
|I lied, I didnt find any key.
|Suit yourself.  Although it won't do you any good to have it and know not what it is.
|Disgust (80)
|None
|None
|None
|-
|SCShadowMages
|The Shadow Mages
|There is little that I can tell you of the Shadow Mages, other than that they all disappeared when Jagar Tharn usurped the Imperial Throne.
|Neutral (60)
|None
|None
|None
|-
|SCShadowMages
|The Shadow Mages
|The only thing I can say for sure is that the last openly known Shadow Mage, Fasriel, headed north towards Skyrim.
|Sad (50)
|SetStage ShadowMages 20
|None
|None
|-
|SCYes
|Yes, I found this key in a well.
|It is widely believed that his desire to obtain that key was one of the reasons that Jagar Tharn killed his apprentice in the first place.
|Anger (90)
|None
|SCJagarTharn
|None
|-
|}
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