Difference between revisions of "Fallout 4 Simple Fetch Quest Tutorial Chapter 13: Ending Dialog"
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{{Tutorial Index | {{Tutorial Index | ||
|series= | |series=Fallout 4 Scripting Quest Tutorial | ||
|chapter=13: Ending Dialog | |chapter=13: Ending Dialog | ||
|Prev=Fallout_4_Simple_Fetch_Quest_Tutorial_Chapter_12:_Scripting_Artifact_Retrieval | |Prev=Fallout_4_Simple_Fetch_Quest_Tutorial_Chapter_12:_Scripting_Artifact_Retrieval | ||
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'''Note: This tutorial | '''Note: This tutorial is written in Action-Reaction style''' — Headers are the '''action''' you have to do, and the pictures that follow depict the '''reaction''' (or result) of the Creation Kit. | ||
=Start up your Mod in the GECK= | =Start up your Mod in the GECK= |
Revision as of 16:47, 17 April 2017
Fallout 4 Simple Fetch Quest Tutorial Chapter 13: Ending Dialog | |
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Fallout 4 Scripting Quest Tutorial Series, Chapter 13: Ending Dialog | |
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Note: This tutorial is written in Action-Reaction style — Headers are the action you have to do, and the pictures that follow depict the reaction (or result) of the Creation Kit.
Start up your Mod in the GECK
- Open up your Quest
- Click on the Scenes tab
Note: This is only if the GECK isn’t running, and yes I skipped a lot of steps because we’re far into these tutorials!
Having accepted the quest and having the artifact update the Object Stage to retrieved (30) we now need to add a scene of dialog for when the player returns to the NPC.
Right-Click over the EditorID panel
What we’re going to do is create a scene for returning the artifact to the NPC. The dialog will include text for refusing to give the artifact as well as text for being evasive.
Select New
The quest ID is shown as a prefix. Don’t use that as a scene ID, See next step
Append NN to the text
Where NN is the number of the scene, in our case 03.
Click OK
Note the scene name appears in the EditorID list, AshSkowQuest03
Click on the scene name
Note that the ID text box fills in with your scene name, AshSkowQuest03
Click on the Player Dialogue checkbox
Right-click anywhere in the white area
Select New Actor
Click on your NPC alias (AshSkowAlias) then click the OK button
Double-click the empty gray box underneath Start Greeting
Here you will find a number of inputs, but the only one that matters is the Response Text. This is the greeting the player will see when prompted to talk to the NPC
Type a greeting into the Response Text box
Example: “You’re back! Have you found anything?”
Remember! this is the final scene because the player has retrieved the artifact already.
Click the OK button
Note: the Response Text is filled with your greeting.
Now let’s restrict this dialog to the NPC and have it activate only after the player has retrieved the artifacts (I.E when Quest Stage #30 ➔ < 40)
Click New
Click INVALID
Select the NPC in the dropdown for Parameter 1
Click the OK button
Now only the NPC (AshSkow) can say the dialog. If you don’t add this, the player or any NPC can saythe dialog if near.
Click the OK button again
So we’ve restricted the dialog to our NPC (AshSkow). The last restriction (condition) for the dialog is to have it only activate if theuser has retrieved the artifact (Quest Stage #30, i.e., <40).
Click New
Select GetStage in the Condition Function drop-down, Set Comparison to <, and the Value to 40
Click the OK button
Click the OK button
Note: You should see all the greetings for all the scenes
Click the OK button
Finally we’re back to the main scene window.
Right-click on the white scene area
Select Add Phase at End
Typically each phase contains associated dialog. After the greeting we will add a 4-part interactive dialog, which will first require adding a Phase 1
Right Click Over the Phase name
Select Edit
Give the Phase a name
Example: Scene03Phase01
Why are we doing this? Because it will allow us to loop to the phase and repeat the 4-part dialog until the player either accepts or denies the quest.
Click the OK button
Now we’re ready to add interactive dialog
Right-click over the white area under the phase
Select New Action > Player Dialogue
The Topic Info dialog pops up allowing you to set initial options.
Conditions are the most likely option you will set, but since we did set conditions in the greeting, and this follows from the greeting, it shouldn’t be necessary.
Click the OK button
The 4-part dialog box pops up.
Enter Prompts & Responses
(Details not shown-see Quest Dialog Beginning tutorial)
Do the following for the PLAYER
Sentiment: Prompt—Response
Positive: Give Artifact — Yes, here it is.
Negative: Do Not Give — No, I haven’t found it yet.
Neutral: Be Evasive — Maybe.
Question:Ask for Caps — Can I have caps first?
Do the following for the NPC
Sentiment: (NO PROMPTS for NPCs)—Response
Positive: () — Yuck! It’s dirty. You keep it.
Negative: () — Please try to find it.
Neutral: () — Either you’ve found it or not. Which one?
Question: () — Sorry, I don’t have any money
IMPORTANT: Check End Running Scene for the positive and negative NPC responses.
Click OK
You’re almost done. You have to loop to main dialog until either the player agrees to give the artifact or the player refuses.
Notice the [END] in the Positive and Negative NPC responses. If you don’t see it, double click on those responses and check the End Running Scene checkbox.
Right-click in the white scene area
Select Add Phase at End
Right-click in the white phase area
Select New Action > Start Scene
Click OK
Double-click (Empty)
Right-click under Editor ID
Select New
Select the Scene and Start Phase in the drop down boxes
In our example AshSkowQuest03 and Scene01Phase03, respectively
Note: Sometimes it doesn’t let you select the Start Phase for Scene (like in this example). None is the only available option. So just go to the next step.
Click OK
Click OK
Now any four-way response should loop the scene.
We’re almost done, but before we finished let's look at a possible bug fix
BUG FIX: If under Action 2’s label, you see “- no phase” do this:
Click the Quest Objectives Tab, then Click the Scenes tab This somehow fixes the bug in the GECK and fills in the phase with:
Scene03Phase01
You can verify this by double clicking on the text under Action 2:
Double-click on the NPC positive response
To end the quest we have to set the Quest Stage ID to completed (40)
Check the Set Parent Quest Stage radio button and set the drop down to the End Quest Stage # (40)
Click OK
Note the [QE40] in the NPC positive response, which indicates that the Quest Stage is set to 40, which is the ending quest index. We now have to code the ending response.
Click on the Quest Stages tab
Select the Ending Quest Index (40)
Right-Click under Log Entry
Select New
Enter a Log Entry, Designer Notes, Code, and CHECK the Complete Quest box
The code is:
SetObjectiveCompleted(30)
Where 30 is Quest Objective # for returning the artifact to the NPC (see Quest Objectives tab)
Click OK
Now you’re ready to test your completed quest.
File > Save
Run Fallout 4 and advance the quest up to the point where you’ve retrieved the artifact have returned to talk to the player
Yes, I know I skipped a lot of steps, but you know how to do all those things already!
Wait for prompts
Give the artifact (or you can play with responses, but end by giving it)
Wait for NPC response
Wait for Quest Complete message
You are done! Congratulations ☺
You’ve finished your first mod! However there’s always more to do, always more things that can enhance the mod’s quality and the player's experience. In the next tutorial we’ll discuss how to add a voiceover for your custom dialogue.
Don’t forget to quit out of the game! (ALT-F4 for the PC Master Race)