Difference between revisions of "Quest Tutorial"

386 bytes removed ,  20:05, 16 January 2008
needs some serious attention, will continue tomorrow
imported>RedFault
m (Removed from Getting Started Category - this is not an adequate explanation for a beginner.)
imported>Qazaaq
(needs some serious attention, will continue tomorrow)
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I haven't seen any other tutorials on this subject matter in its entirety.
I haven't seen any other tutorials on this subject matter in its entirety.
So here it is.<br>
So here it is.
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>
- Talk to an NPC.<br>
- Get given a choice.<br>
- Get given a key.<br>
- Key Opens a door.<br>
- Now in interior.<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.
Tutorial Outline:
#Talk to an NPC
#Get given a choice
#Get given a key
#Key opens a door
#Now in interior
==Talk to an NPC==
[[Image:QT1npc.JPG|thumb|right|NPC properties window]]
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.


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>




2) Menu Bar -> Character -> Quests
==Get given a choice==
Right Click and click "New"<br>
[[Image:QT2questdata.JPG|thumb|right|Quest data window]]
Things to consider here are:<br>
''''Menu Bar -> Character -> Quests''''
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>
Right Click and click "New"
Quest Conditions = (This is finickey, and needs to be set right.)<br>
 
GetIsID = NPC:DiemosVeland = 1 (if you plan to start your own unrelated quest, you should likely use this condition<br>
Things to consider here are:
GetIsPlayableRace = None = 1)<br>
*Quest Name = What will be shown in the journal.
Its basic and it works.<br>
*Priority = I set it 100, got it from another tutorial. I have tried lower numbers (1 to 5 dont work) but eh. 100.
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/questdata.JPG.html?g2_imageViewsIndex=1]<br>
*Quest Conditions = (This is finickey, and needs to be set right)
**GetIsID = NPC:DiemosVeland = 1
:if you plan to start your own unrelated quest, you should likely use this condition
**GetIsPlayableRace = None = 1)
Its basic and it works.
 
==Get given a key==
Now click on "Topics" tab. Right click under "Editor ID" and scroll down till you find "GREETING", add that.
 
Now with it selected on the right hand side "Info" section right click and click "new". 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.
 
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.
 
: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.
 
Now we have an NPC that will say "Greetings, I have heard of you" when you speak to him.
 
 
==Key opens a door==
Right click under "Editor ID" and click new.  Make three this time before you select one.
 
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.
*FAWho
*FAYes
*FANo
Go ahead and paste the GetIsID NPC:DiemosVeland 1 condition in each of them before we forget.
 
Now, with GREETING selected right click under "Add Topics" and add FAWho. This means once the greeting is finished with, it will add that topic, later that topic will spawn Yes or No.
 
Now, to edit:
Select FAWho (or equivalent) and change the "Topic Text" to "Who are you?" This is what shows up in your conversation tab in-game.
DONT CHANGE GREETINGS TOPIC TEXT
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."'''
Then click OK.
[[Image:QT3questtopics.JPG|thumb|right|Conversations Topic Window]]
 
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.
 
Now, since this is a question we don't want the player to be able to select anything other than a Yes or No answer. Would be kinda rude if you asked a question and someone asked for the latest gossip. In the Choices section right click and add FAYes, and FANo.
 
Now, edit FAYes with the Topic Text of "Yes" and the Info of "Then you are in for a ride". 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.
 
We now have a conversation. Nothing will happen, but it's there.




3) Now click on "Topics" tab.<br>
Time to add the extra bits such as a key, door for the key, Interior and scripting some stuff. It's all fairly simple.
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>
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>
- 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>
Now we have an NPC that will say "Greetings, I have heard of you" when you speak to him, yay.<br>
Now a NPC that says a custom "Heya" is boring.<br>


==Key opens a door==
[[Image:QT4queststages.JPG|thumb|right|Outline of the Quest Data Tab]]
Go now to the "Quest stages" tab in the Quest window.  This will add journal entries.


4) Right click under "Editor ID" and click new.  Make three this time before you select one.<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.
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>
FAYes<br>
FANo<br>
Go ahead and paste the GetIsID NPC:DiemosVeland 1 condition in each of them before we forget.<br>
Now, with GREETING selected right click under "Add Topics" and add FAWho.<br>
This means once the greeting is finished with, it will add that topic, later that topic will spawn Yes or No.<br>
Now, to edit.<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>
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>
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 gossip.<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>
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 it's there.<br>
Image of the conversations Topic Window.<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/questtopics.JPG.html?g2_imageViewsIndex=1]<br>


Add a new Index and make it 5.


Time to add the extra bits such as a key, door for the key, Interior and scripting some stuff.<br>
On the right is the Log Entry, should say Empty.
It's all fairly simple.  First.<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."


5) Go now to the "Quest stages" tab in the Quest window.  This will add journal entries.<br>
This is what shows up in your active quest menu. Keep it short, concise and informative, add towns and locations if needed.
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>
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>
This is what shows up in your active quest menu. Keep it short, concise and informative, add towns and locations if needed.<br>
[http://www.sevenpurplehampants.com/gallery/v/games/oblivion_tut/queststages.JPG.html?g2_imageViewsIndex=1]<br>




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