Talk:Quest Tutorial

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For quest priority, you might want to link to the "quest data tab" entry: http://cs.elderscrolls.com/constwiki/index.php/Quest_Data_Tab


--Kkuhlmann 17:29, 16 May 2006 (EDT): You don't need any quest conditions if you're going to conditionalize all the dialogue with the exact same conditions. Quest conditions are just a quick way to apply conditions to all the dialogue attached to the quest (so you don't have to conditionalize each info individually).

Things left out of tutorial[edit source]

I was thinking about rewriting this tutorial (or at least adding to it) since a number of things are not explained in it. I have spent more than 6 hours trying to figure out how certain things work in the quest just to be able to add dialogue to a character after finding an object. Maybe I am being dense, but this tutorial only works from the standpoint of talking to a character to start a quest rather than talking to one after the quest is started. I was wondering if anyone else ran into this problem?

Agreed, the article feels quickly and crudely done, with a very single minded design. I'd modify the article myself, but I'm trying to design a 'Dude Where's my horse?!' type quest, with complete failure, being a brand new quest designer. There is a reason for why Start Your Mod being a featured article. --Relax and Play 23:32, 6 November 2008 (EST)

Things to improve/change/add[edit source]

  • Make an NPC (EditorID)

You maybe should've added some line of text explaining that you should use a prefix on your NPC too?

  • Make an NPC (Camera)

Instead of saying "Press F", why don't give them a handy link to some place thay can actually learn how the construction set camera is working?

  • Make a Quest (Priority)

Giving your quest 100 in priprity is completely stupid. If you starts hitting him, he will rather focus on the qeust than telling you to stop. Usual quest are on 50, guild quests on 60. 55 would be a good number in this case.

  • Make a Quest (Quest Conditions)

Completely useless in this case.

  • Get an Item (Add Topic)

You shouldn't really use this box. Instead you should use a result script adding the topics. Since I don't think anyone will ever will do an extension to your mod it doesn't matter, but it is a good habit to don't do it that way.

AddTopic FAWho
AddTopic FAYes
AddTopic FANo
  • Get an Item (Speaking Time)

The text is shown for a standard, non-editable, time if you don't add any sound. Many mods uses "silent sound-files" to let people read the text. A good utility which makes this very easy is Tes4 Gecko. Please go ahead and make a link to some tutorial which actually teaches dialog too.

  • Making the Key, Making the Door, Making the Cell (Quest Stages)

Another good thing with using multiples of five (or preferably ten) is that if discovers that you missed something in your quest it is very easy to add it.

Someone with more experience than me can please update this tutorial. it is not good if I change the text and destroys it with my ugly grammar. =) --DrPhil 11:31, 3 April 2009 (EDT)