Difference between revisions of "Quest Tutorial"

28 bytes added ,  14:10, 4 April 2006
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minor typos & other proofing
imported>Kkuhlmann
 
imported>BCampbell
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So here it is.<br>
So here it is.<br>
All given names and location names are of my making, and can be changed to your glee, just kept them like this for my own sake.<br>
All given names and location names are of my making, and can be changed to your glee, just kept them like this for my own sake.<br>
Tutorial Outline.<br>
Tutorial Outline:<br>
- Talk to an NPC<br>
- Talk to an NPC.<br>
- Get given a choice<br>
- Get given a choice.<br>
- Get given a key<br>
- Get given a key.<br>
- Key Opens a door<br>
- Key Opens a door.<br>
- Now in interior.<br>
- Now in interior.<br>




1) You will need an NPC to talk to.  Got to the Actors -> NPC tab, right click in the large white section and click New.  I called mine "Diemos Veland".  Click OK to close.<br>
1) You will need an NPC to talk to.  Go to the Actors -> NPC tab, right click in the large white section and click New.  I called mine "Diemos Veland".  Click OK to close.<br>
Open up the BrumaExterior cell and open double click on Exterior5. This will take you near the front gates. Click and drag your NPC there and press F to make him fall to the ground. Place him where you want.<br>
Open up the BrumaExterior cell and open (double click) on Exterior5. This will take you near the front gates. Click and drag your NPC there and press F to make him fall to the ground. Place him where you want.<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/npc.JPG.html?g2_imageViewsIndex=1]<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/npc.JPG.html?g2_imageViewsIndex=1]<br>


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2) Menu Bar -> Character -> Quests
2) Menu Bar -> Character -> Quests
Right Click and click "New"<br>
Right Click and click "New"<br>
Things to consider here are,<br>
Things to consider here are:<br>
Quest Name = What will be shown in the journal.<br>
Quest Name = What will be shown in the journal.<br>
Priority = I set it 100, got it from another tutorial.  I have tried lower numbers (1 to 5 dont work) but eh. 100.<br>
Priority = I set it 100, got it from another tutorial.  I have tried lower numbers (1 to 5 dont work) but eh. 100.<br>
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Right click under "Editor ID" and scroll down till you find "GREETING", add that.<br>
Right click under "Editor ID" and scroll down till you find "GREETING", add that.<br>
Now with it selected on the right hand side "Info" section right click and click "new".<br>
Now with it selected on the right hand side "Info" section right click and click "new".<br>
In the new window just popped up type "Greetings, I have heard of you" and click ok.  The response you place in "GREETINGS" is what the NPC will say when you first start a conversation with them.<br>
In the new window that just popped up type "Greetings, I have heard of you" and click ok.  The response you place in "GREETINGS" is what the NPC will say when you first start a conversation with them.<br>
Down below in the "Conditions" area click "new" and change it to the GetIsID NPC:DiemosVeland 1 we had earlier.  For speed sake, right click on it and "Copy Condition" and we will paste it from now on.<br>
Down below in the "Conditions" area click "new" and change it to the GetIsID NPC:DiemosVeland 1 we had earlier.  For speed sake, right click on it and "Copy Condition" and we will paste it from now on.<br>
- To add a second screen of text right click and add "new" under the "Response Text" in the middle of the "Topics" page. That goes for all text.<br>
- To add a second screen of text right click and add "new" under the "Response Text" in the middle of the "Topics" page. That goes for all text.<br>
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4) Right click under "Editor ID" and click new.  Make three this time before your select one.<br>
4) Right click under "Editor ID" and click new.  Make three this time before you select one.<br>
Make the following, or name them your own. I went with "FA*" as the FA stands for "Fallen Alliance" which is the quest name, its good to group them with a prefix like this, or else you will get lost.<br>
Make the following, or name them your own. I went with "FA*" as the FA stands for "Fallen Alliance" which is the quest name, it's good to group them with a prefix like this, or else you will get lost.<br>
FAWho<br>
FAWho<br>
FAYes<br>
FAYes<br>
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Select FAWho (or eqivalent) and change the "Topic Text" to "Who are you?" This is what shows up in your converstion tab ingame.<br>
Select FAWho (or eqivalent) and change the "Topic Text" to "Who are you?" This is what shows up in your converstion tab ingame.<br>
'''''DONT CHANGE GREETINGS TOPIC TEXT'''''<br>
'''''DONT CHANGE GREETINGS TOPIC TEXT'''''<br>
Right click just like we did in the GREETING and add what the NPC will say "I am Diemos Veland, the Ministers of the Fallen Alliance wish to speak with you."<br>
Right click just like we did in the GREETING and add what the NPC will say. "I am Diemos Veland, the Ministers of the Fallen Alliance wish to speak with you."<br>
Then click ok.<br>
Then click ok.<br>
Now in the "Response Text" area add another line that says "Are you interested?".  Spreading out the information over two pages makes it flow nicer, plus I am yet to find out how to lengthen the time a page displays for, I figure its the time it takes the mp3 to play. But audio and lipsynch are not covered yet.<br>
Now in the "Response Text" area add another line that says "Are you interested?".  Spreading out the information over two pages makes it flow nicer, plus I am yet to find out how to lengthen the time a page displays for, I figure its the time it takes the mp3 to play. But audio and lipsynch are not covered yet.<br>
Now, since this is a question we dont want the player to be able to select anything other than a Yes No answer.  Would be kinda rude if you asked a question and someone asked for the latest goss.<br>
Now, since this is a question we dont want the player to be able to select anything other than a Yes/No answer.  Would be kinda rude if you asked a question and someone asked for the latest gossip.<br>
In the Choices section right click and add FAYes, and FANo.<br>
In the Choices section right click and add FAYes, and FANo.<br>
Now, edit FAYes with the Topic Text of "Yes" and the Info of "Then you are in for a ride"<br>
Now, edit FAYes with the Topic Text of "Yes" and the Info of "Then you are in for a ride"<br>
And edit FANo with the Topic Text of "No" and the info of "Then bugger off." And tick the "Goodbye" button so it ends the conversation there.<br>
And edit FANo with the Topic Text of "No" and the info of "Then bugger off." And tick the "Goodbye" button so it ends the conversation there.<br>
We now have a conversation. Nothing will happen, but its there.<br>
We now have a conversation. Nothing will happen, but it's there.<br>
Image of the conversations Topic Window.<br>
Image of the conversations Topic Window.<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/questtopics.JPG.html?g2_imageViewsIndex=1]<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/questtopics.JPG.html?g2_imageViewsIndex=1]<br>
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Time to add the extra bits such as a key, door for the key, Interior and scripting some stuff.<br>
Time to add the extra bits such as a key, door for the key, Interior and scripting some stuff.<br>
Its all fairly simple.  First.<br>
It's all fairly simple.  First.<br>




5) Go now to the "Quest stages" tab in the Quest window.  This will add journal entrys.<br>
5) Go now to the "Quest stages" tab in the Quest window.  This will add journal entries.<br>
For the following I used powers of 5. 5,10,15,20.  So I wouldn't get mixed up with Stage 34 or 43 kinda thing.<br>
For the following I used powers of 5. 5,10,15,20.  So I wouldn't get mixed up with Stage 34 or 43 kinda thing.<br>
Add a new Index and make it 5.<br>
Add a new Index and make it 5.<br>
On the right is the Log Entry, should say Empty.<br>
On the right is the Log Entry, should say Empty.<br>
In the empty box below it write something in. I put "I have been told the Ministers of the Fallen Alliance wish to see me"<br>
In the empty box below it write something in. I put "I have been told the Ministers of the Fallen Alliance wish to see me."<br>
This is what shows up in your active quest menu. Keep it short, consise and informative, add towns and loactions if needed.<br>
This is what shows up in your active quest menu. Keep it short, consise and informative, add towns and loactions if needed.<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/queststages.JPG.html?g2_imageViewsIndex=1]<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/queststages.JPG.html?g2_imageViewsIndex=1]<br>
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6) First we need a key to open the door to the interior section.<br>
6) First we need a key to open the door to the interior section.<br>
In the far left window, open up the "Items" -> "Key" section.  Now chances are that you havent extracted the NIF files, but thats fine.<br>
In the far left window, open up the "Items" -> "Key" section.  Now chances are that you haven't extracted the NIF files, but thats fine.<br>
Open up any old key, I choose "OdriilFarmKey" coz thats where my mouse was. Change the "ID" to FallenAllianceKey, the name to "Fallen Alliance Key" and tick the "quest item" box.<br>
Open up any old key, I choose "OdriilFarmKey" coz thats where my mouse was. Change the "ID" to FallenAllianceKey, the name to "Fallen Alliance Key" and tick the "quest item" box.<br>
It will ask you to create a new form. Click yes.<br>
It will ask you to create a new form. Click yes.<br>
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7) Now with the key made and the Quest Stage existing, we can add them into the mix.
7) Now with the key made and the Quest Stage existing, we can add them into the mix.
Open the Topics section of the Quest window again, and click on FAYes.<br>
Open the Topics section of the Quest window again, and click on FAYes.<br>
The result script activates when the text finishs. This time we will add a quest to your list, and add the key to the door. The door we havent made yet.<br>
The result script activates when the text finishs. This time we will add a quest to your list, and add the key to the door. The door we haven't made yet.<br>


Setstate QUEST_NAME INDEX_NUMBER_IN_QUEST_STAGE_WINDOW<br>
Setstate QUEST_NAME INDEX_NUMBER_IN_QUEST_STAGE_WINDOW<br>
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Again, the same with the key, we dont have Door Meshes, to lets edit another one.
Again, the same with the key, we dont have Door Meshes, to lets edit another one.
WorldObjects -> Door -> Architecture -> Bruma -> BrumaLoadDoorBaenlin1 -> Right Click "Edit"<br>
WorldObjects -> Door -> Architecture -> Bruma -> BrumaLoadDoorBaenlin1 -> Right Click "Edit"<br>
ID I changed to "BrumaFallenAllianceDoor" (I added the Bruma section, as I plan a number of doors in my final mod.)<br>
ID I changed to "BrumaFallenAllianceDoor" (I added the Bruma section, as I plan a number of doors in my final mod).<br>
Name = Sturdy Wooden Door<br>
Name = Sturdy Wooden Door.<br>
Thats all for the door at the moment.<br>
That's all for the door at the moment.<br>
Click OK,(Yes on the new form) and then click and drag it into the RenderWindow, place it using "F" to fall to the ground and moving it with the mouse.<br>
Click OK (Yes on the new form), and then click and drag it into the RenderWindow, place it using "F" to fall to the ground and move it with the mouse.<br>
There is now a new door which will take us places.<br>
There is now a new door which will take us places.<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/door.JPG.html]<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/door.JPG.html]<br>




9) Double click on it when its in the editor. Now click the "Lock Tab", change it to Needs a key and change the Key to the FallenAllianceKey we duped a few minutes ago.
9) Double click on it when it's in the editor. Now click the "Lock Tab", change it to Needs a key and change the Key to the FallenAllianceKey we duped a few minutes ago.
Also click the Visible when distance box.<br>
Also click the Visible when distance box.<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/key.JPG.html]<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/key.JPG.html]<br>




Recap.<br>
Recap:<br>
We have a new NPC<br>
We have a new NPC.<br>
He talks to us and offers a question.<br>
He talks to us and offers a question.<br>
No ends the convo.<br>
No ends the convo.<br>
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10) Time to make the interior that the door will link to.<br>
10) Time to make the interior that the door will link to.<br>
In the cell view on bottom right, go to the "Interior" section and right click in the white and click "Edit'<br>
In the cell view on bottom right, go to the "Interior" section and right click in the white and click "Edit'<br>
This will bring up a new window.  Now right click and click "new"<br>
This will bring up a new window.  Now right click and click "new".<br>
I called my "FormID" "FallenAllianceHQ"<br>
I called my "FormID" "FallenAllianceHQ".<br>
Then in the "Interior Data" tab change it to your liking.<br>
Then in the "Interior Data" tab change it to your liking.<br>
Mine is,
Mine is,
Name = Fallen Alliance HQ (This is what appears after the Doors name, this will make "Sturdy Wooden Door to Fallen Alliance HQ")<br>
Name = Fallen Alliance HQ (This is what appears after the Door's name, this will make "Sturdy Wooden Door to Fallen Alliance HQ").<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/interior.JPG.html?g2_imageViewsIndex=1]<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/interior.JPG.html?g2_imageViewsIndex=1]<br>




11) Thats it, you now have an empty Interior cell.  Click OK and get back to the main windows.<br>
11) That's it, you now have an empty Interior cell.  Click OK and get back to the main windows.<br>
Time to edit that Interior cell and make it look cool.<br>
Time to edit that Interior cell and make it look cool.<br>
It takes time and effort to make a cool looking one, so attached is a pic of mine, a breif description and list of what I used.<br>
It takes time and effort to make a cool looking one, so attached is a pic of mine, a brief description and list of what I used.<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/interiorused.JPG.html?g2_imageViewsIndex=1]
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/interiorused.JPG.html?g2_imageViewsIndex=1]
Its the Catherdral Cyrpt walls, some Chanderliers for light. Each end is blocked off with 2x "CathedralCyrptEntrance01"'s.  Or as they are called Door Plugs.  They plug the gap off so you can fit a door in.<br>
It's the Cathedral Crypt walls, some Chandeliers for light. Each end is blocked off with 2x "CathedralCryptEntrance01"'s.  Or as they are called Door Plugs.  They plug the gap off so you can fit a door in.<br>
To each of them I added a door. For three of them I made them Locked, Requires Key, and gave no key.<br>
To each of them I added a door. For three of them I made them Locked, Requires Key, and gave no key.<br>
To the last door I made these changes.<br>
To the last door I made these changes:<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/interiorteledoor.JPG.html]
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/interiorteledoor.JPG.html]
I used the Select Refernce in Renderwindow and double clicked the door in Bruma.<br>
I used the Select Reference in Renderwindow and double clicked the door in Bruma.<br>
I did the same back to the other door as well.  Dont forget to align the newly made door markers to allign 180degrees to the door. Facing outwards.  And be on ground level.<br>
I did the same back to the other door as well.  Dont forget to align the newly made door markers to align 180 degrees to the door. Facing outwards.  And be on ground level.<br>


That should be all.<br>
That should be all.<br>


What we can do it.<br>
What we can do:<br>
Go to Bruma<br>
Go to Bruma.<br>
Talk to Diemos Veland<br>
Talk to Diemos Veland.<br>
Answer "Yes"<br>
Answer "Yes".<br>
That addes a quest to our list, and a key to a door.<br>
That addes a quest to our list, and a key to a door.<br>
That key opens an otherwise impossible door.<br>
That key opens an otherwise impossible door.<br>
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Also little bits from other people I am sure.<br>
Also little bits from other people I am sure.<br>
<br>
<br>
Thats what I wanted to show, and I think thats what I have done.<br>
That's what I wanted to show, and I think that's what I have done.<br>
If it doesn't work for you please post here, or email me.<br>
If it doesn't work for you please post here, or email me.<br>
ldm@sevenpurplehampants.com<br>
ldm@sevenpurplehampants.com<br>
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