Difference between revisions of "A beginner's guide, lesson 7 - Using Scripts in Quests"

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→‎Factions: Editing English, creating new section
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(→‎Dressing the Dungeon: Editing English and some script)
imported>Pyrocow2
(→‎Factions: Editing English, creating new section)
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===Factions===
===Factions===


Factions are used in three ways by the game. Firstly they are used to establish a hierarchy or internal structure for organisations the PC can join. Secondly they are used to group NPC’s into teams with similar behaviours; these teams will act to protect each other when threatened. The final use of factions is to collect NPC’s together to allow grouped conditions statements.
Factions are used in three ways by the game:
#To establish a hierarchy or internal structure for organizations the PC can join
#To group NPCs into teams with similar behaviors.
#To make groups of NPCs that can be used in condition statements. (e.g., when we used the ICFaction to apply conditions to citizens of the Imperial City)


To create a new faction opens up the faction box from the menu. In the column on the left is a list of all the existing factions. Rick click and select new. Give the Faction a unique name. Say BGRedRoseBrigade. Now, add a name to the top. Red Rose Brigade.  
To create a new faction, open up the Faction box from the Character menu. The column on the left lists all of the existing factions. Rick-click in the column and select New. Give the Faction a unique ID, such as BGRedRoseBrigade. Now, add the name to the top: Red Rose Brigade.  


The flag at the top which reads hide from player, basic controls whether or not a player can enter the faction or not. Leave this as hidden.
The "Hidden from PC" flag at the top basically controls whether or not a player can enter that faction. Check this box.


The central box controls the ranks and titles within the faction. Note the ranks are split to offer the choice of alternative titles based on gender. In the case of our faction these have no meaning at all. However, since this is only chance we will get to look at lets set up a simple three tier structure for practice.
The ''Rank Data'' box in the center controls the ranks and titles within the faction. Note that the ranks are split to offer the choice of alternative titles based on gender. In the case of our faction, these have no meaning at all.


The final box at the bottom is the most useful.
For us, the ''Interfaction Relations'' box at the bottom will be most useful.
   
   
It controls the disposition of a group to other factions or groups. Again it’s the standard right click new to add a group from the existing list into the disposition modifier box. You need add a numerical modifier ranging from +100 to -100. This modifier is applied to all members of the group.  
It controls the disposition of members of one factions towards members of another faction. The ''Mod'' value is a numerical modifier ranging from -100 to +100. This modifier is applied to all members of the group.  


The results are cumulative. Let’s say we decide that the Red Rose Brigade is closely affiliated with the various Bandits who occupy Tamriel. We can add a modifier of say (+) 70 to that group. Rick  click select new, scroll down and find Bandit faction. Select it. Now alter the modifier to 70. From now on every member of the Red Rose faction will add 70 to there disposition towards bandits. We can add as many groups as we like.  
The results are cumulative. Let’s say we decide that the Red Rose Brigade is closely affiliated with the various Bandits who occupy Tamriel. We can add a modifier of, say, +70 to that group. Create a new entry for the Bandit faction, and set the modifier to 70. From now on every member of the Red Rose faction will add 70 to there disposition towards bandits. We can add as many groups as we like.  


We want the Red Rose member to be openly hostile to the PC. This is achieved because there is a faction called the PlayerFaction which has a solitary member, the PC. We can adjust the Red Rose disposition for this faction to -100. This means they will hate us and attack on site.
We want the Red Rose members to be openly hostile to the PC. For this we can use the PlayerFaction, which has a solitary member: the player. We can adjust the disposition for this faction to -100. This means they will attack the player on sight.


Add one more disposition entry to make the Red Rose members friendly with other members of their own faction.
Add one more disposition entry to make the Red Rose members friendly with other members of their own faction.


Create an NPC. I used the BanditMelee character as a base Template. This character already comes with leveled armour etc. Although the will appear to be naked in the render window.
===Enemy NPCs===
Create an NPC. I used the BanditMelee character as a base template. This character already comes with [[Leveled_Item|leveled item lists]] (even though they will appear to be naked in the preview render).


I also popped in a chest, renamed it so I could alter it contents and add a few coins. The level of a NPC is controlled by the flags and boxes to the left of the character box.  
The level of an NPC is controlled by the flags and boxes to the left of the character box.  


We can make two choices.
We can make two choices:


'''Level to a value''': In this option we select a pre ordained level for the NPC. The advantage is that we can control how tough a NPC is, and therefore the challenge set by that enemy. This is ideal if we have a particular reward which we feel should be earned by high ranking, or indeed low ranking PC’s. Suppose you design a one hit kill sword. This is a big reward. The player should have to earn this reward by defeating a big boss.  
'''Level''': In this option we select a specific level for the NPC. The advantage is that we can control exactly how challenging an NPC should be. This is ideal if we have a particular reward which we feel should be earned only by well developed player characters. Suppose you design a one hit kill sword. This is a big reward. The player should have to earn this reward by defeating a big boss.  


Equally, perhaps the reward is a few coins. Then it may be appropriate to set a simple challenge.
On the other hand, you might even want to make an NPC particularly weak, which you could easily do by setting a low level.


The disadvantage is that if you set an NPC at level 40, only a small number of players will meet this challenge, and many may simple unplug your mod.  
The disadvantage is that if you set an NPC to level 40, for example, only a small number of players will meet this challenge. Many may simply unplug your mod.  


'''Level against PC''': This is one of the more controversial developments in Oblivion. Many Morrowind veterans have been particularly vocal in their criticism of this technique. The advantage is that no matter what level your PC is at you will meet a decent challenge which will test your PC. It allows access to all PC’s and does not exclude any. However, it has disadvantages as well. This approach does mean that some times the risk does not match the reward.  
'''PC Level Offset''': This is one of the more controversial developments in Oblivion. Many Morrowind veterans have been particularly vocal in their criticism of this technique. The advantage is that no matter what level your PC is at you will meet a decent challenge which will test your PC. It allows PC's of all levels to access quests. However, it has disadvantages as well. This approach does mean that some times the risk does not match the reward.  


For this tutorial I have chosen to use the Level against PC method as this is the Oblivion norm. It is of course a matter for each designer to choose. I would suggest that what ever method you choose is consistent through out the mod. If you mix and match you could have the situation where the first goons is 10 levels above your boss, or a situation where after defeating a series of level 2 goons you suddenly encounter a level 30 boss.
For this tutorial I have chosen to use the PC Level Offset method as this is the Oblivion norm. It is, of course, up to each individual designer to choose what they want to do. I would suggest that whatever method you choose is consistent throughout the mod. If you mix and match you could have a situation where the first few goons are 10 levels above the end boss, or where after defeating a series of level 2 goons you suddenly encounter a level 30 boss.


We also want this first goon to be a little bit easier than those coming up so lets set the value to -2 levels. Using the offset box. The bandit already has a suitable leveled inventory.
We also want this first goon to be a little bit easier than those coming up so lets set the value to -2 levels using the offset box. The bandit already has a suitable leveled inventory.


The main central chamber will contain 3 NPC’s. Again add the Red Rose Faction to their faction list and delete the others. I used more bandits as a base for these.  
The central chamber will contain 3 NPCs. Remember to add the Red Rose Faction to their faction lists and delete the others. I used more bandits as a base for these. I also set the PC level offset to -1.


I also set the offset at -1.
Finally, I messed around with the lighting a bit. I wanted to give stealthy players a chance to sneak. I removed the lighting from the linking corridor and the entrance.
 
Finally I messed around with the lighting a bit. I wanted to give a stealthy player a chance. I remove the lighting from the linking corridor and close to the entrance.


==The Final Chamber==
==The Final Chamber==
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