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

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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 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..

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Right-Click over the EditorID panel[edit | edit source]

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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

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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.

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Click OK[edit | edit source]

Note the scene name appears in the EditorID.

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Click on the scene name[edit | edit source]

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

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

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

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Select New Actor[edit | edit source]

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

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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.

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Append GreetingNN!!![edit | edit source]

Where NN is some unique greeting number like 01

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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.

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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.

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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.

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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.

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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

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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

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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

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Click the New button to create a new condition[edit | edit source]

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

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

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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

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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.

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Click the New button to create a new condition[edit | edit source]

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Click on INVALID[edit | edit source]

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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.

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Click OK[edit | edit source]

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Click OK[edit | edit source]

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Click OK[edit | edit source]

END: PROCEDURE FOR SETTING SCENE CONDITIONS

Next we’ll set the conditions for scene 02

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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

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Click OK[edit | edit source]

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

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Click the New button to create a new condition[edit | edit source]

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Click on INVALID[edit | edit source]

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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.

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Click OK[edit | edit source]

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Click OK[edit | edit source]

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Click OK[edit | edit source]

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

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Click OK[edit | edit source]

Select File > Save

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

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Test by walking away…[edit | edit source]

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

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