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

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[[Category:New Users]]
[[Category:New Users]]
{{Tutorial Index
{{Tutorial Index
|series=Fallout4 Scripting Quest Tutorial
|series=Fallout 4 Scripting Quest Tutorial
|chapter=11: Creating Dialog (Middle)
|chapter=11: Creating Dialog (Middle)
|Prev=Fallout_4_Simple_Fetch_Quest_Tutorial_Chapter_9:_Quest_Accept
|Prev=Fallout_4_Simple_Fetch_Quest_Tutorial_Chapter_10:_Quest_Accept
|Next=Fallout_4_Simple_Fetch_Quest_Tutorial_Chapter_12:_Scripting_Artifact_Retrieval
|Next=Fallout_4_Simple_Fetch_Quest_Tutorial_Chapter_12:_Scripting_Artifact_Retrieval
}}
}}


'''Note: This tutorial uses an Action-Reaction System.'''
'''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
 
*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)

Latest revision as of 17:46, 17 April 2017

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

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[edit | edit source]

  • 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[edit | edit source]

Picture11-2.png

Select New[edit | edit source]

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[edit | edit source]

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

Picture11-4.png

Click OK[edit | edit source]

Note the scene name appears in the EditorID.

Picture11-5.png

Click on the scene name[edit | edit source]

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

Picture11-6.png

Click on the Player Dialogue checkbox[edit | edit source]

Picture11-7.png

Right-click anywhere in the white area[edit | edit source]

Picture11-8.png

Select New Actor[edit | edit source]

Picture11-9.png

Click on your NPC alias (AshSkowAlias) then click the OK button[edit | edit source]

Picture11-10.png

Double-click the empty gray box underneath Start Greeting!!![edit | edit source]

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

Picture11-11.png

Append GreetingNN!!![edit | edit source]

Where NN is some unique greeting number like 01

Picture11-12.png

Click the OK button[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Picture11-20.png

Select GetStage in the Condition Function drop-down[edit | edit source]

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)[edit | edit source]

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

Picture11-22.png

Click OK[edit | edit source]

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[edit | edit source]

Picture11-24.png

Click on INVALID[edit | edit source]

Picture11-25.png

In the drop-down, select AshSkow[edit | edit source]

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

Picture11-26.png

Click OK[edit | edit source]

Picture11-27.png

Click OK[edit | edit source]

Picture11-28.png

Click OK[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Picture11-32.png

Select GetStage, <, and Found Artifacts Quest Stage Index (30)[edit | edit source]

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

Picture11-33.png

Click OK[edit | edit source]

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[edit | edit source]

Picture11-35.png

Click on INVALID[edit | edit source]

Picture11-36.png

In the drop-down, select AshSkow[edit | edit source]

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

Picture11-37.png

Click OK[edit | edit source]

Picture11-38.png

Click OK[edit | edit source]

Picture11-39.png

Click OK[edit | edit source]

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

Picture11-40.png

Click OK[edit | edit source]

Select File > Save

Picture11-41.png

Run Fallout 4, Go to Ash and Agree to the quest[edit | edit source]

Picture11-42.png

Test by walking away…[edit | edit source]

Picture11-43.png

… Then get close again. Repeat as many times as desired and enjoy the fruit of your labor.[edit | edit source]

Picture11-44.png

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