Difference between revisions of "Fallout 4 Simple Fetch Quest Tutorial Chapter 11: Creating Dialog (Middle)"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>Ravelabenergy
imported>Ravelabenergy
Line 9: Line 9:


'''Note: This tutorial uses an Action-Reaction System.'''
'''Note: This tutorial uses an Action-Reaction System.'''
=Start up your Mod in the GECK=
*Open up your Quest
*Select the Scenes tab
Note: This is only if the GECK isn’t running.
A condition is a check to see if certain parameters have been met. For example:
If condition A has been met then B occurs.
If condition A hasn’t been met then C occurs.
So having accepted the quest, we need to add a scene of dialog that occurs when the player encounters the NPC but DOES NOT have the object the quest calls for..
[[image:Picture11-1.png]]
=Right-Click over the EditorID panel=
[[image:Picture11-2.png]]
=Select New=
The quest ID is shown as a prefix. Don’t use that as a scene ID, do the next step
[[image:Picture11-3.png]]
=Append NN to the text=
Where NN is the number of the scene. I used 02 because 01 was the greeting scene.
[[image:Picture11-4.png]]
=Click OK=
Note the scene name appears in the EditorID.
[[image:Picture11-5.png]]
=Click on the scene name=
Note that the ID text box fills in with your scene name: AshSkowQuest02
[[image:Picture11-6.png]]
=Click on the Player Dialogue checkbox=
[[image:Picture11-7.png]]
=Right-click anywhere in the white area=
[[image:Picture11-8.png]]
=Select New Actor=
[[image:Picture11-9.png]]
=Click on your NPC alias (AshSkowAlias) then click the OK button=
 
[[image:Picture11-10.png]]
=Double-click the empty gray box underneath Start Greeting!!!=
The Quest ID is prefixed, but don’t you dare click OK! Go on to next step.
[[image:Picture11-11.png]]
=Append GreetingNN!!!=
Where NN is some unique greeting number like 01
[[image:Picture11-12.png]]
=Click the OK button=
There are many inputs here, but the only one that matters is the Response Text. This is the greeting the player will see when initiating a dialogue with the NPC.
[[image:Picture11-13.png]]
=Type a greeting into the Response Text box=
Since the player has agreed to the quest and is in the retrieve part of the quest (but hasn’t found the artifact yet) a good example is: “Have you found my artifact?”
Again, this is what the player will see when talking to the character, or when the player goes in range.
[[image:Picture11-14.png]]
=Click the OK button=
Note: the Response Text is filled with your greeting. This pop-up also allows you to change many options when we start scripting the quest—like when the greeting appears.  But for now, we can ignore most of what’s in this box.
[[image:Picture11-15.png]]
=Click the OK button again=
Another dialog box pops up allowing you to change options. Again, you don’t need to mess with these.
[[image:Picture11-16.png]]
=Click the OK button=
Finally we’re back to the main scene window.
Remember: the Start Greeting is what the player will see when he or she first engages the NPC (usually by selecting the Talk option)
But now we have a problem. How does Fallout 4 know which greeting to run? The answer is it will always run the Quest01 greeting unless you set conditions
START: PROCEDURE FOR SETTING SCENE CONDITIONS
[[image:Picture11-17.png]]
=Click on the EditorID of the first scene=
This is the general method for setting dialog conditions. You’ll beginby clicking on a scene in the EditorID panel.  For this tutorial that’ll be: AshSkowQuest01
[[image:Picture11-18.png]]
=Double-Click the blue area of the Start Greeting=
The Topic Info window is where you set the conditions for displaying a scene
[[image:Picture11-19.png]]
=Click the New button to create a new condition=
[[image:Picture11-20.png]]
=Select GetStage in the Condition Function drop-down=
Pro-tip: Typing GetStage allows you to find the function faster. 
[[image:Picture11-21.png]]
=Set the Comparison drop-down to < and Value to Meet Quest Stage Index (20)=
This will scene will run until the player agrees which will set Quest Stage = 20
[[image:Picture11-22.png]]
=Click OK=
To be safe, you’ll want to add one more condition that the greeting is only said by Ash Skow.
[[image:Picture11-23.png]]
=Click the New button to create a new condition=
[[image:Picture11-24.png]]
=Click on INVALID=
[[image:Picture11-25.png]]
=In the drop-down, select AshSkow=
Pro-Tip: By typing AshSkow after clicking on the drop-down, you can easilyfind the NPC.
[[image:Picture11-26.png]]
=Click OK=
[[image:Picture11-27.png]]
=Click OK=
[[image:Picture11-28.png]]
=Click OK=
END: PROCEDURE FOR SETTING SCENE CONDITIONS
Next we’ll set the conditions for scene 02
[[image:Picture11-29.png]]
=Click on the EditorID of the second scene=
This is the general procedure for setting dialogue conditions. You’ll start by clicking on a scene in the EditorID panel, which in our case is AshSkowQuest02
[[image:Picture11-30.png]]
=Double-Click the blue area of the Start Greeting=
The Topic Info window is where you set conditions for displaying a scene
[[image:Picture11-31.png]]
=Click the New button to create a new condition=
[[image:Picture11-32.png]]
=Select GetStage, <, and Found Artifacts Quest Stage Index (30)=
This scene will run until the player finds the artifacts— Quest Stage 30
[[image:Picture11-33.png]]
=Click OK=
Now let’s make sure only the NPC says this dialog, not our player.
[[image:Picture11-34.png]]
=Click the New button to create a new condition=
[[image:Picture11-35.png]]
=Click on INVALID=
[[image:Picture11-36.png]]
=In the drop-down, select AshSkow=
Pro-Tip: By typing AshSkow after clicking on the drop-down, you can easily find the NPC.
[[image:Picture11-37.png]]
=Click OK=
[[image:Picture11-38.png]]
=Click OK=
[[image:Picture11-39.png]]
=Click OK=
Now it’s finally time to test if the dialog displays properly.
[[image:Picture11-40.png]]
=Click OK=
Select File > Save
[[image:Picture11-41.png]]
=Run Fallout 4, Go to Ash and Agree to the quest=
[[image:Picture11-42.png]]
=Test by walking away…=
[[image:Picture11-43.png]]
=… Then get close again. Repeat as many times as desired and enjoy the fruit of your labor.=
[[image:Picture11-44.png]]
Don’t forget to quit out of the game! (ALT-F4 for the PC Master Race)

Revision as of 16:10, 17 April 2017

Fallout 4 Simple Fetch Quest Tutorial Chapter 11: Creating Dialog (Middle)
Fallout4 Scripting Quest Tutorial Series, Chapter 11: Creating Dialog (Middle)
Return to Tutorial Hub
LeftArrow.png Previous Tutorial Next TutorialRightArrow.png

Note: This tutorial uses an Action-Reaction System.

Start up your Mod in the GECK

  • Open up your Quest
  • Select the Scenes tab

Note: This is only if the GECK isn’t running.

A condition is a check to see if certain parameters have been met. For example:

If condition A has been met then B occurs.

If condition A hasn’t been met then C occurs.

So having accepted the quest, we need to add a scene of dialog that occurs when the player encounters the NPC but DOES NOT have the object the quest calls for..

Picture11-1.png

Right-Click over the EditorID panel

Picture11-2.png

Select New

The quest ID is shown as a prefix. Don’t use that as a scene ID, do the next step

Picture11-3.png

Append NN to the text

Where NN is the number of the scene. I used 02 because 01 was the greeting scene.

Picture11-4.png

Click OK

Note the scene name appears in the EditorID.

Picture11-5.png

Click on the scene name

Note that the ID text box fills in with your scene name: AshSkowQuest02

Picture11-6.png

Click on the Player Dialogue checkbox

Picture11-7.png

Right-click anywhere in the white area

Picture11-8.png

Select New Actor

Picture11-9.png

Click on your NPC alias (AshSkowAlias) then click the OK button

Picture11-10.png

Double-click the empty gray box underneath Start Greeting!!!

The Quest ID is prefixed, but don’t you dare click OK! Go on to next step.

Picture11-11.png

Append GreetingNN!!!

Where NN is some unique greeting number like 01

Picture11-12.png

Click the OK button

There are many inputs here, but the only one that matters is the Response Text. This is the greeting the player will see when initiating a dialogue with the NPC.

Picture11-13.png

Type a greeting into the Response Text box

Since the player has agreed to the quest and is in the retrieve part of the quest (but hasn’t found the artifact yet) a good example is: “Have you found my artifact?”

Again, this is what the player will see when talking to the character, or when the player goes in range.

Picture11-14.png

Click the OK button

Note: the Response Text is filled with your greeting. This pop-up also allows you to change many options when we start scripting the quest—like when the greeting appears. But for now, we can ignore most of what’s in this box.

Picture11-15.png

Click the OK button again

Another dialog box pops up allowing you to change options. Again, you don’t need to mess with these.

Picture11-16.png

Click the OK button

Finally we’re back to the main scene window.

Remember: the Start Greeting is what the player will see when he or she first engages the NPC (usually by selecting the Talk option)

But now we have a problem. How does Fallout 4 know which greeting to run? The answer is it will always run the Quest01 greeting unless you set conditions

START: PROCEDURE FOR SETTING SCENE CONDITIONS

Picture11-17.png

Click on the EditorID of the first scene

This is the general method for setting dialog conditions. You’ll beginby clicking on a scene in the EditorID panel. For this tutorial that’ll be: AshSkowQuest01

Picture11-18.png

Double-Click the blue area of the Start Greeting

The Topic Info window is where you set the conditions for displaying a scene

Picture11-19.png

Click the New button to create a new condition

Picture11-20.png

Select GetStage in the Condition Function drop-down

Pro-tip: Typing GetStage allows you to find the function faster.

Picture11-21.png

Set the Comparison drop-down to < and Value to Meet Quest Stage Index (20)

This will scene will run until the player agrees which will set Quest Stage = 20

Picture11-22.png

Click OK

To be safe, you’ll want to add one more condition that the greeting is only said by Ash Skow.

Picture11-23.png

Click the New button to create a new condition

Picture11-24.png

Click on INVALID

Picture11-25.png

In the drop-down, select AshSkow

Pro-Tip: By typing AshSkow after clicking on the drop-down, you can easilyfind the NPC.

Picture11-26.png

Click OK

Picture11-27.png

Click OK

Picture11-28.png

Click OK

END: PROCEDURE FOR SETTING SCENE CONDITIONS

Next we’ll set the conditions for scene 02

Picture11-29.png

Click on the EditorID of the second scene

This is the general procedure for setting dialogue conditions. You’ll start by clicking on a scene in the EditorID panel, which in our case is AshSkowQuest02

Picture11-30.png

Double-Click the blue area of the Start Greeting

The Topic Info window is where you set conditions for displaying a scene Picture11-31.png

Click the New button to create a new condition

Picture11-32.png

Select GetStage, <, and Found Artifacts Quest Stage Index (30)

This scene will run until the player finds the artifacts— Quest Stage 30

Picture11-33.png

Click OK

Now let’s make sure only the NPC says this dialog, not our player.

Picture11-34.png

Click the New button to create a new condition

Picture11-35.png

Click on INVALID

Picture11-36.png

In the drop-down, select AshSkow

Pro-Tip: By typing AshSkow after clicking on the drop-down, you can easily find the NPC.

Picture11-37.png

Click OK

Picture11-38.png

Click OK

Picture11-39.png

Click OK

Now it’s finally time to test if the dialog displays properly.

Picture11-40.png

Click OK

Select File > Save

Picture11-41.png

Run Fallout 4, Go to Ash and Agree to the quest

Picture11-42.png

Test by walking away…

Picture11-43.png

… Then get close again. Repeat as many times as desired and enjoy the fruit of your labor.

Picture11-44.png

Don’t forget to quit out of the game! (ALT-F4 for the PC Master Race)