Difference between revisions of "A beginner's guide, lesson 6 - Quest Dialogue"

→‎Chorrol Phase: Editing English
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imported>Pyrocow2
(→‎Chorrol Phase: Editing English)
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==Chorrol Phase==
==Chorrol Phase==


Objectives: - In this phase of the quest we want to use a new NPC called Hubart to direct the player to solve a mystery. He will direct the player to a cottage, where they will discover a mysterious medallion and the dead body of the courier. Hubart will then be able to help us move on to Aleswell and the next phase.
In this phase of the quest we want to use a new NPC called Captain Hubart to direct the player to solve a mystery. He will direct the player to a cottage, where they will discover a mysterious medallion and the dead body of the courier. Hubart will then be able to help us move on to Aleswell and the next phase.
 
We need


For this phase, we will need to create:
*NPC Captain Hubart
*NPC Captain Hubart
*NPC Dead Courier
*NPC Dead Courier
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*A cottage to house courier.
*A cottage to house courier.


Again we need to add the NPC first so we can reference him in conditions.
Again, we need to add the NPC first so we can reference him in conditions.


We can again use a new NPC object, but it really saves a lot of time and effort if we simply change the name and ID of an existing Chorrol Guard, I used ChorrolGuardPatrolNight01. Give him a ID to suit like BGCptHubart (Captain Hubart).
As always, we could use a new NPC object, but it really saves a lot of time and effort if we simply change the name and ID of an existing one. This time we can just copy a Chorrol Guard NPC, such as ''ChorrolGuardPatrolNight01''. Change the ID to ''BGCptHubart'', and save it as a new form.
Again strip out his AI, but we can leave his inventory as is, since the Chorrol guards' inventory already contains all we will need. We can also leave the factions alone as they work fine. I placed Hubart outside the Fire and Steel. (Hint a fast way to get to an exterior cell is to select the Fire and Steel interior, and the click on the teleport marker by the door)
Strip out the AI, but leave his inventory as is, since the Chorrol guard's inventory already contains all we need. We can also leave the factions alone. I placed Hubart outside the Fire and Steel shop in Chorrol (worldspace ''ChorrolWorld'').<br />
This is only his starting position. We can add AI's later to move the character about.
''Hint: a fast way to get to an exterior cell is to select the interior cell, and then click on the teleport marker by the door.''<br />
This is only his starting position. We can add AI packages later to move the character about.


We have to set up a new responses to the BGHubart topic.
We have to set up a new response to the ''BGHubart'' topic.


We could add a new topic but it is always a good idea to try to limit how many new topics we add, this reduces the ‘footprint' of the mod, and helps avoid possible conflicts with other mods.
We could add a new topic but it is always a good idea to try to limit how many new topics we add. This reduces the ‘footprint' of the mod, and helps avoid possible conflicts with other mods.


We want to set up a response that when any Chorrol based NPCs are questioned they will direct the PC toward the likely location of the good captain. Add conditions to limit, race to human, saving all that MP3 work, and the location to the Chorrol dummy cell. We can also limit the ‘timescale' to the current quest stage. Try this yourself. You can always refer to the play test version if you get stuck.
We want to set up a response so that when any Chorrol based NPCs are questioned they will direct the PC toward the likely location of the captain. Add conditions to limit the race to human again (saving all that MP3 work), and the location to the ''Chorrol'' dummy cell (thereby including all cells within Chorrol). We can also limit the ‘timescale' to the current quest stage (20). Try this yourself. You can always refer to the PLAYTEST version if you get stuck.


{| class="wikitable" border="1" cellpadding="5"
{| class="wikitable" border="1" cellpadding="5"
!colspan=2| '''BGHubart'''
|-
|-
!  TOPIC
!  TOPIC TEXT
BGHubart (Captain Hubart)
"Captain Hubart"
|-
|-
!  RESPONSE
!  RESPONSE
Ah yes I know him. He is usually on duty near the Fire and Steel
"He's usually on duty near the Fire and Steel."
|-
|-
!  CONDITIONS
!  CONDITIONS
| GetInRace Argonian == 0 etc.<br>
|
GetInCell ‘Chorrol’ == 1<br>
*GetIsRace 'Argonian' == 0, etc.
GetInFaction ‘ChorrolFaction’ == 1<br>
*GetInCell 'Chorrol' == 1
GetIsID BGCptHubart == 0<br>
*GetInFaction 'ChorrolFaction' == 1
GetStage BGM001>= 20
*GetIsID 'BGCptHubart' == 0
*GetStage 'BGM001' >= 20
|-
|-
!  ADD TOPICS
!  ADD TOPICS
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The first can be attached to Vilanus Villa topic, to reduce the ‘footprint'.
The first can be attached to Vilanus Villa topic, to reduce the ‘footprint'.


We can limit this using suitable conditions to Hubart only and using the current stage. ADD a TOPIC called BGCourier (Couriers)
First, add a TOPIC called ''BGCourier''.


{| class="wikitable" border="1" cellpadding="5"
{| class="wikitable" border="1" cellpadding="5"
!colspan=2| '''BGMVilanusVilla'''
|-
|-
!  TOPIC
!  TOPIC TEXT
BGVilanusVilla
"Missing courier"
|-
|-
!  RESPONSE
!  RESPONSE
|  Vilanus has sent you to investigate the courier’s disappearance.
"Vilanus has sent you to investigate the courier's disappearance?"
|-
|-
!  CONDITIONS
!  CONDITIONS
| GetIsID BGCptHubart == 1<br>
|
GetStage BGM001== 20
*GetIsID 'BGCptHubart' == 1
*GetStage 'BGM001' == 20
|-
|-
!  ADD TOPICS
!  ADD TOPICS
|  BGCourier
|   
*BGCourier
|-
|-
!  RESULT SCRIPT
!  RESULT SCRIPT
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|}  
|}  


Again try this and then refer to the Play test version if you are stuck.
Stop to test this out, and then refer to the PLAYTEST version if you are stuck.


Before we go any further we need to set the scene at the cottage.
Before we go any farther, we need to set the scene at the cottage.


==Locating the Cottage==
==Locating the Cottage==
Anonymous user