Fallout 4 Simple Fetch Quest Tutorial Chapter 11: Creating Dialog (Middle)

Fallout 4 Simple Fetch Quest Tutorial Chapter 11: Creating Dialog (Middle)
Fallout 4 Scripting Quest Tutorial Series, Chapter 11: Creating Dialog (Middle)
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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 GECKEdit

  • 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..

 

Right-Click over the EditorID panelEdit

 

Select NewEdit

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

 

Append NN to the textEdit

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

 

Click OKEdit

Note the scene name appears in the EditorID.

 

Click on the scene nameEdit

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

 

Click on the Player Dialogue checkboxEdit

 

Right-click anywhere in the white areaEdit

 

Select New ActorEdit

 

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

 

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

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

 

Append GreetingNN!!!Edit

Where NN is some unique greeting number like 01

 

Click the OK buttonEdit

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.

 

Type a greeting into the Response Text boxEdit

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.

 

Click the OK buttonEdit

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.

 

Click the OK button againEdit

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

 

Click the OK buttonEdit

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

 

Click on the EditorID of the first sceneEdit

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

 

Double-Click the blue area of the Start GreetingEdit

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

 

Click the New button to create a new conditionEdit

 

Select GetStage in the Condition Function drop-downEdit

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

 

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

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

 

Click OKEdit

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

 

Click the New button to create a new conditionEdit

 

Click on INVALIDEdit

 

In the drop-down, select AshSkowEdit

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

 

Click OKEdit

 

Click OKEdit

 

Click OKEdit

END: PROCEDURE FOR SETTING SCENE CONDITIONS

Next we’ll set the conditions for scene 02

 

Click on the EditorID of the second sceneEdit

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

 

Double-Click the blue area of the Start GreetingEdit

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

Click the New button to create a new conditionEdit

 

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

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

 

Click OKEdit

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

 

Click the New button to create a new conditionEdit

 

Click on INVALIDEdit

 

In the drop-down, select AshSkowEdit

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

 

Click OKEdit

 

Click OKEdit

 

Click OKEdit

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

 

Click OKEdit

Select File > Save

 

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

 

Test by walking away…Edit

 

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

 

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