Difference between revisions of "Dialogue Tutorial"
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Bethesda uses US English, it's Wiki should too.
imported>Haama (→The vocal type: Description for lip template) |
imported>Haplo m (Bethesda uses US English, it's Wiki should too.) |
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Now we have our topic and our lines but it will not appear in game until the topic has been added. Now you may have noticed a little box titled 'Add Topics' to the right of the tab. What this does is when the line is spoken it adds any topics listed there to the game, however '''Do NOT use this to add topics from a default Oblivion topic'''. By that I mean, if you have a line in a default Oblivion topic, like GREETING, that you want to add a topic from do not use this box. this is due to a bug in the game which fails to | Now we have our topic and our lines but it will not appear in game until the topic has been added. Now you may have noticed a little box titled 'Add Topics' to the right of the tab. What this does is when the line is spoken it adds any topics listed there to the game, however '''Do NOT use this to add topics from a default Oblivion topic'''. By that I mean, if you have a line in a default Oblivion topic, like GREETING, that you want to add a topic from do not use this box. this is due to a bug in the game which fails to utilize this box properly from default topics, such that in game your topics may not be added (for more details of the bug see [[Category_talk:Editing_Dialogue|here]]). Using the 'Add Topics' box from your own | ||
created topics should work fine though. Now you may be thinking how do we add our topic to the game then? We use the result script box, found to the left of the checkboxes. | created topics should work fine though. Now you may be thinking how do we add our topic to the game then? We use the result script box, found to the left of the checkboxes. | ||
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Ok, so now when we speak to our NPC, he will say our line and give us a new topic to ask about and he will give us one of two responses at random. If you try this in game, you may notice that the topic option you click has a | Ok, so now when we speak to our NPC, he will say our line and give us a new topic to ask about and he will give us one of two responses at random. If you try this in game, you may notice that the topic option you click has a weird name, the ID you gave your topic. Don't worry though as this is easily changed in the 'Topic Text' bar (just below the tabs). Select your topic and enter into the topic text bar what you want to appear in game, e.g. mudcrabs. It's important to note that you should '''not''' change the topic text of the GREETING topic, else you'll mess things up and people will not greet you properly. | ||
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Right, that's the quest planned out, now let's write the entries that will appear in the player's journal for each stage. To do this select the stage, then use our | Right, that's the quest planned out, now let's write the entries that will appear in the player's journal for each stage. To do this select the stage, then use our favorite mouse button to create a new journal entry via the grid in the top right (the entry itself is written in the box below, entitled 'Log Entry'!) and enter in something appropriate. We don't need to enter an entry for Stage 100 though as that will be used as more of a housekeeping stage. You'll notice the other major items in the 'Quest Stages' tab are a result script box and a conditions box. We'll be using the result script box a little later as it can be very useful. Conditions are not used as often but are occasionally useful to have a subtly different quest entry depending on what the player has and has done (See the quest MG08 for an example). | ||
===Decisions, Decisions=== | ===Decisions, Decisions=== | ||
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Head back to the MObFGCrabSpree topic and create a new line about the player having enough meat. This time we are going to | Head back to the MObFGCrabSpree topic and create a new line about the player having enough meat. This time we are going to utilize the OR checkbox in our conditions. Set the ''GetIsID'' condition as normal and then create two ''GetStage'' conditions, one with a value of 20 and the other 25. Now obviously the quest stage can't be both 20 and 25 at the same time so we need to use the OR checkbox. Move your ''GetIsID'' condition to the top of the list, either using the cursor keys or the arrow buttons. Now on the 2nd condition down (doesn't matter which ''GetStage'' it is) check the OR box. | ||
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player.RemoveItem CrabMeat 7 | player.RemoveItem CrabMeat 7 | ||
''I'm keeping things as simple as possible | ''I'm keeping things as simple as possible script-wise, if you want to learn more check out the [[:Category: Scripting_Tutorials|scripting tutorials]]'' | ||
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Once you've done that for each line you need to see where the lines should go. This is contained in the grid below, though you'll likely have to scroll across and make the 'Path' column wider so you can see it fully (to widen the column, click and hold the edge of the columns header, and icon should appear if you hover over the right place, then drag to resize). Create new folders as necessary and move the files in. Now close the response window and reopen it, this refreshes the grid in the response window and you should now see a Y for 'yes' under the column headed 'wav'. Select the line in the grid then check the 'From wav' radio button. Now hit the 'Generate Lip File' button, which will create a file (a .lip) which will make the NPC's lips move in | Once you've done that for each line you need to see where the lines should go. This is contained in the grid below, though you'll likely have to scroll across and make the 'Path' column wider so you can see it fully (to widen the column, click and hold the edge of the columns header, and icon should appear if you hover over the right place, then drag to resize). Create new folders as necessary and move the files in. Now close the response window and reopen it, this refreshes the grid in the response window and you should now see a Y for 'yes' under the column headed 'wav'. Select the line in the grid then check the 'From wav' radio button. Now hit the 'Generate Lip File' button, which will create a file (a .lip) which will make the NPC's lips move in sync with the audio. | ||
'''''Note:''' The 'Generate Lip File' button is broken version 1.2 of the construction set and so doesn't work. In order to generate the necessary lip files you have to use the original version of the CS.'' | '''''Note:''' The 'Generate Lip File' button is broken version 1.2 of the construction set and so doesn't work. In order to generate the necessary lip files you have to use the original version of the CS.'' | ||
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==Common Errors== | ==Common Errors== | ||
===I only see | ===I only see rumors!/My topics aren't showing=== | ||
Ensure that you have added your topics properly and remember not to use the add topics box if you want to add them via a default line! | Ensure that you have added your topics properly and remember not to use the add topics box if you want to add them via a default line! | ||