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  • ...g save. And how it's possible to use the face of a player character for an NPC. == Use an NPC face for your character ==
    4 KB (768 words) - 10:21, 14 May 2010
  • ...rgy level of an actor determines how often they move in a wander. If they find a chair in their wander radius they will likely sit down for a while. ...then rather than engaging other NPCs in conversation, they will follow the player around, trying to keep him/her in sight. This behavior ignores radius, alwa
    2 KB (339 words) - 01:45, 27 November 2010
  • set MySpecialization to player.GetClassSpecialization Gets player's class specialization.
    902 bytes (99 words) - 14:15, 14 September 2007
  • I spent a night making some experiment to find out how Oblivion engine deals with levelled item lists for NPCs equipment. I asked some expert modders, and all answered the same “ It’s based on player level”.
    4 KB (756 words) - 20:05, 23 June 2012
  • ...id using this flag except in situations in which the NPC must wait for the player to leave the cell before beginning a new package!''''' ...ers Services''' flag enabled will cause the NPC to always move towards the player if they are not within their line-of-sight (This is what's responsible for
    5 KB (810 words) - 00:55, 11 March 2016
  • ...ed a second time automatically when you open the lock or take the book. To find out when a door was unlocked, for example, you can wait for '''[[GetLocked] ...inventory menu (MenuMode 1008, MenuMode, onEquip, etc.) with '''''Activate player, 1'''''.
    2 KB (338 words) - 01:07, 26 December 2013
  • ...kill an NPC, and than adds an item upon the death of the NPC, and only an NPC, it became necessary to layout the steps for the project, and this seemed t ...reate a Magic Effect Script that will check for the death of an NPC at the Player's hand, than add an Item to the inventory with a nice little message. <br /
    6 KB (1,115 words) - 04:52, 12 September 2010
  • ...at a package can be completed due to failure (pathfinding, or inability to Find the specified number of generic objects, or the duration has expired), unle ...cks, where the GameMode block checks if the NPC is in the same cell as the player, and uses [[Return]] if not.
    1 KB (182 words) - 06:46, 3 February 2023
  • ...[[NPC]] section and pick out the one you want. For this, I simply used the NPC Dremora1CaitliffMelee1, which happens to be already summonable. * Choose a unique ID and rename the [[NPC]] to your liking, I set the ID to - Dremora1CaitliffMelee1 - and name as -
    5 KB (891 words) - 17:07, 10 May 2013
  • Stores the player's fame when visiting the shrine. ?: Set to the player's fame level if player successfully visits the shrine at the time of the visit.
    8 KB (926 words) - 05:26, 1 April 2010
  • #Make an NPC #Talk to an NPC
    10 KB (1,825 words) - 22:14, 23 August 2010
  • =='''Appendix Three: NPC Behavior'''== ...begin to build our own quest, I am going to look at the main ideas behind NPC creation, and will spend a lot more time looking at this window and its tab
    16 KB (2,853 words) - 04:29, 30 October 2011
  • This tutorial will explain how to set up a script on a custom NPC/creature so that by activating it you will be able to command it to attack ...t is very important you be sure to put this spell in the spell list of the NPC/Creature you want to be able to command.
    5 KB (810 words) - 12:09, 26 December 2009
  • ...it. Hidden from PC makes the faction hidden from the faction menu if the player is a member. Evil, makes the factions evil, so if you killed them, they wou ...nasa Arano(I'll call her NPC 2), of which you can find both underneath the NPC, Dark Elf, Female List. Let’s start with NPC1.double click her name on th
    4 KB (757 words) - 15:55, 3 November 2008
  • ...amemode scripts wherever possible. Use quest scripts if you can, or try to find ways to put as much of the script work into OnLoad, OnEquip, and ScriptEffe ...en necessary. For instance, if you need to run an item script whenever the player hits a switch, place this on the switch:
    4 KB (667 words) - 16:38, 25 December 2012
  • set FirstAttribute to player.GetClassAttribute 0 set SecondAttribute to player.GetClassAttribute 1
    3 KB (213 words) - 01:43, 25 September 2011
  • set myfirstskill to player.GetClassSkill 0 set myfifthskill to player.GetClassSkill 4
    3 KB (211 words) - 11:34, 21 December 2007
  • ...t with all facets of game play having been covered.Feel free to change the NPC, the item to be retrieved, and/or the Reward for returning the item to what Find our sword under iron (AAfamilysword), right-click it, and select '''EDIT'''
    16 KB (2,598 words) - 05:38, 12 September 2010
  • ...efault dialogue include the 'YOU ARE THE HERO OF KVATCH' speech that every NPC tells you once you completed the kvatch section of the main quest. Another ...unwise for Bethesda to create a seperate set of generic dialogue for every NPC.
    8 KB (1,416 words) - 07:31, 24 June 2012
  • ...geting another NPC will automatically start a conversation with the second NPC, beginning with the HELLO conversation topic. This is the same way that NPC ...nversation (assuming you are using StartConversation -- if you are using a Find package, the first info will have to be a HELLO, which can then link to you
    12 KB (2,061 words) - 17:21, 4 August 2009
  • ...ss chest in this cell, and leave it unlocked. There are only two ways the player will reach this chest - either by beating the boss, or sneaking past the bo For the boss NPC, use one of the pre-made boss lists - in this case: "'''LL1BanditBossLvl100
    5 KB (786 words) - 17:53, 21 November 2015
  • ...ll show you how to make a companion in CS. You will get to create your own NPC and give them two simple commands: Follow and Wait. It will be up to you to == Creating an NPC ==
    17 KB (3,221 words) - 10:44, 25 November 2011
  • ...ts may run every frame, but they also may not execute for quite a while if player is not near. There are even cases where AI packages prevent script running. To find out if your script is executed, simply put a code like the following into y
    9 KB (1,483 words) - 12:29, 25 February 2011
  • ...d” Function in the Edit dropdown can be a little complicated. Instead, use Find Text. ...xteriors or exits in those “child worlds”. Instead, look under Tamriel and find the cell you want to use there.
    12 KB (2,102 words) - 15:21, 21 December 2023
  • ...et a reference to the arrow. This is done by placing a trigger zone at the player's location. When an arrow collides with the trigger zone, an [[OnTriggerMob ...[[MoveTo]] calls for when the trigger zone is not in the same cell as the player, and update its position in the current cell with [[SetPos]].
    12 KB (1,983 words) - 14:22, 29 May 2009
  • First you'll have to find a place to put your shop. You may have made your own village/city/settlemen ...wall opposite the ship in the bay. Once you've picked a place, we need to find the right looking building. Expand the World Objects pane in the Object Win
    15 KB (2,781 words) - 02:06, 12 June 2015
  • ...ll at best be semi-entertaining and at worst be boring or confusing to the player. For purposes of this tutorial, I am going to use part of a quest I wrote *An NPC to give us information leading us on the quest
    20 KB (3,133 words) - 14:36, 6 August 2007
  • *deleted a quest/NPC/widget that's essential to the main story ...other mod may create an NPC or move an NPC from one location to another. A player can download and install a great number of mods as you probably know. But w
    12 KB (2,143 words) - 13:07, 21 January 2011
  • ...l create a book, put some text into it, and add a script to it to give the player a spell. If you don't already know how to script anything, or are entirely ...e the [[EditorID]] to something like 'aaaSpellTome' (So that it is easy to find a the top of the books list) and change the name to whatever you want. Also
    10 KB (1,648 words) - 15:24, 6 February 2011
  • ...lem with it. We used a static version of the artwork, which means that an NPC cannot sit in it. This is what we want for the one on top of the table, bu The blue ghost characters are animation markers, showing where NPC's will stand when getting onto furniture, and the position in which they wi
    9 KB (1,480 words) - 17:58, 21 November 2015
  • <br>This is the name of the quest as it will appear in the player's journal. In effect, this is the chapter heading for your part of the play ...vice about the ''Priority Setting'' you should select. When you talk to an NPC, or they talk to each other, their ''dialogue'' is assigned by the priority
    14 KB (2,495 words) - 22:08, 29 July 2010
  • *Quests the player can do in the game ...you want for your quest (either [[Basic_NPC_Creation_Tutorial|create a new NPC]] or use an existing one). I suggest you start with something unique to you
    30 KB (5,609 words) - 00:33, 22 December 2010
  • * Choose the Cell “'''''AbandonedMine02'''''” and the Ref “'''''Player PlayerRef'''''”. ...the “'''Factions'''” tab and delete any existing factions(Not Required If NPC is Special). Open the '''Character->Factions''' menu and drag over the “'
    10 KB (1,469 words) - 01:07, 24 November 2011
  • Even if she said "'''Give Bob the ball'''", Bobs across the world will find themselves being given a football for no good reason. '''Scripts on actors'''(Creatures and NPC's):
    7 KB (1,093 words) - 13:18, 21 December 2023
  • ...f having them collide with the geometry of the creature, or of getting the NPC to talk to you (I don't see a ForceGreeting command anywhere...). --[[User: ...the creature to talk to the player (using [[StartConversation]]) when the player "Activates" the creature. Perhaps this will work? The only problem I can
    29 KB (4,616 words) - 15:18, 14 August 2009
  • ...yable items that allow you to effectively re-program any actor or even the player. ...can take her sword, but if you examine your corpse you are likely only to find a steel shortsword; you won't be able to take her Blades Armour, as this wo
    9 KB (1,430 words) - 07:50, 24 June 2012
  • :A term used to describe the computer-controlled [[#N|NPC's]] ability to "think", by evaluating its current situation and choosing an ...l AI behavior is largely characterized by the AI packages assigned to that NPC.
    13 KB (2,134 words) - 05:43, 28 November 2010
  • ...oving_default_dialog_tutorial|removed unwanted GREETING dialogue from your NPC]]. Moving the addtopic lines out of the NPC's script and into the topic's result script box will avoid the issue.
    15 KB (2,541 words) - 14:34, 24 December 2010
  • ...tyle="margin:0;"><h5 style="padding-bottom:2px;">[[Edit]]</h5>Copy, Paste, Find, and Search&Replace are extremely powerful tools; learn about them here.</l <li style="margin:0;"><h5 style="padding-bottom:2px;">[[Basic NPC Creation Tutorial]]</h5>How to create a character</li>
    10 KB (1,493 words) - 04:43, 28 November 2010
  • they may find something of interest here. ''The player overhears a rumour and is directed to a character called
    20 KB (3,463 words) - 19:37, 18 December 2017
  • ...cript. If you do not understand the main points of that tutorial, you may find yourself in over your head here. If you're comfortable with My First Scrip ...ce, make things and creatures vanish, appear or move, give messages to the player, change stats, even change the weather—the possibilities are incredible.
    29 KB (4,861 words) - 15:56, 6 January 2012
  • ...vanced example). If you ever tried to make them "playable" (i.e. usable by player) without changing their meshes, then you probably noticed weird things happ ...iTriStrips called "UpperBody" (or "UpperBody:X", where X is a number) when player switches to 1st person view. When all parts of the armor are called that wa
    11 KB (1,949 words) - 04:01, 20 March 2011
  • they may find something of interest here. For example, player.additem BenirusManorKey 1
    35 KB (5,532 words) - 16:57, 21 December 2023
  • ...bjects" in the game world -- a wall, a rock, a creature, a dagger that you find in a chest. When working in the rendering window of the CS, you tend to thi Programmers are likely to find CS terminology particularly confusing. The CS use of "object", "parent" and
    18 KB (3,020 words) - 03:12, 18 November 2012
  • ...intended for experienced modders, although as the series develops you may find something of interest in them. ...onnection with Roller Coaster Tycoon 3, and was as thrilled as could be to find that he spared some time to offer some advice regarding the topic of ‘dir
    33 KB (5,881 words) - 22:10, 29 July 2010
  • ...Script. If you do not understand the main points of that tutorial, you may find yourself in over your head here. If you're comfortable with My First Script *[[GetActorType]] - Encode actor type (npc, creature, ghost, etc.) as a single number.
    6 KB (807 words) - 13:53, 30 December 2010
  • ...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 t ...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, t
    43 KB (7,255 words) - 23:45, 16 August 2010
  • ...know some of the basics. At the top there are two bars, on the lower one, find 'Character' and click it. Then click on 'Race...'. This will take you to th <td>This depends more on the actions of the player.</td>
    9 KB (1,710 words) - 14:01, 23 June 2012
  • ...p, giving examples of items that can be used in certain areas and where to find them. The 'Can't Travel From Here' box controls whether the player can Fast Travel from within the cell via the Map. To be realistic and in sy
    37 KB (6,570 words) - 15:32, 21 December 2023
  • ...t. It is time for us to begin to create our own quest, to design our own [[NPC]]s, and to write our own [[Named Scripts|scripts]]. *Go find an item and bring it back.
    71 KB (12,599 words) - 14:28, 21 December 2023

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