Difference between revisions of "Bethesda Tutorial Scenes"

504 bytes added ,  14:26, 11 February 2021
→‎Additional Functionality: Mention IsSceneActionComplete
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On acceptance of the amulet quest, Bendu says in a new phase added at the beginning after a 4 second timer for the Quest Objective message to clear: "Excuse me for now, as I have a meeting with my dear friend Gilfre."
On acceptance of the amulet quest, Bendu says in a new phase added at the beginning after a 4 second timer for the Quest Objective message to clear: "Excuse me for now, as I have a meeting with my dear friend Gilfre."


As player exits the workers house, witness Bendu saying "Gilfre, Fling me into the ash pits of Malacath, but I did not take the amulet. I was robbed, but I vow by the Nine to retrieve it for you." She responds "I rather wait for the dawning of the fifth era, Bendu!"
As player exits the workers house, witness Bendu saying "Gilfre, Fling me into the ash pits of Malacath, but I did not take the amulet. I was robbed, but I vow by the Nine to retrieve it for you." She responds "You would? But I would be waiting for the dawning of the fifth era, Bendu!"


"As you wish, Gilfre, it would look rather becoming on a draugr!"
"As you wish, Gilfre, it would look rather becoming on a draugr!"


On returning the amulet to Bendu, a similar scene is triggered (it cannot be duplicated in the CK so TES5edit was used) where Gilfre is more conciliatory.
On returning the amulet to Bendu, a similar scene is triggered (it cannot be duplicated in the CK so TES5edit was used- see note below) where Gilfre is more conciliatory.


''Alternative Addition end''
''Alternative Addition end''
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It's possible to add scripts to a scene's beginning or end by clicking "Edit Data" at the top of the tab. You can even double-click on a phase title and put scripts at the beginning and end of individual phases. As you might imagine, this opens up a lot of pretty complicated behavior and functionality. In fact, there are quests in Skyrim that are little more than scenes with scripts firing at appropriate phases.  
It's possible to add scripts to a scene's beginning or end by clicking "Edit Data" at the top of the tab. You can even double-click on a phase title and put scripts at the beginning and end of individual phases. As you might imagine, this opens up a lot of pretty complicated behavior and functionality. In fact, there are quests in Skyrim that are little more than scenes with scripts firing at appropriate phases.  


Finally, the rule about "all actions must complete before a phase finishes" can even be broken. That is the default, but if you look in the scene window, you can see that it's also possible to set conditions which will end the particular phase.
Finally, the rule about "all actions must complete before a phase finishes" can even be broken. That is the default, but if you look in the scene window, you can see that it's also possible to set conditions which will end the particular phase. The [[IsSceneActionComplete]] condition function can be especially useful if some actions in a phase can complete and others can't.


=Caveats=
=Caveats=
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Can you make Bendu greet Gilfre with "Good morning," "Good afternoon," or "Good evening," depending on the time of day?  
Can you make Bendu greet Gilfre with "Good morning," "Good afternoon," or "Good evening," depending on the time of day?  


=Notes=
* If TESedit is used to duplicate scene records, take care ''not'' to delete any existing dialogues of phases in the copy as they refer to the original infos. Best practice is to remove phases without removing the linked forms and creating new phases with new action dialogue infos (unless the old dialogues are to be repeated)


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