Fallout 4 Simple Fetch Quest Tutorial Chapter 13: Ending Dialog

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Fallout 4 Simple Fetch Quest Tutorial Chapter 13: Ending Dialog
Fallout 4 Scripting Quest Tutorial Series, Chapter 13: Ending Dialog
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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

  • Open up your Quest
  • Click on the Scenes tab

Note: This is only if the GECK isn’t running, and yes I skipped a lot of steps because we’re far into these tutorials!

Having accepted the quest and having the artifact update the Object Stage to retrieved (30) we now need to add a scene of dialog for when the player returns to the NPC.

 

Right-Click over the EditorID panel

What we’re going to do is create a scene for returning the artifact to the NPC. The dialog will include text for refusing to give the artifact as well as text for being evasive.

 

Select New

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

 

Append NN to the text

Where NN is the number of the scene, in our case 03.

 

Click OK

Note the scene name appears in the EditorID list, AshSkowQuest03

 

Click on the scene name

Note that the ID text box fills in with your scene name, AshSkowQuest03

 

Click on the Player Dialogue checkbox

 

Right-click anywhere in the white area

 

Select New Actor

 

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

 

Double-click the empty gray box underneath Start Greeting

Here you will find a number of inputs, but the only one that matters is the Response Text. This is the greeting the player will see when prompted to talk to the NPC

 

Type a greeting into the Response Text box

Example: “You’re back! Have you found anything?”

Remember! this is the final scene because the player has retrieved the artifact already.

 

Click the OK button

Note: the Response Text is filled with your greeting.

Now let’s restrict this dialog to the NPC and have it activate only after the player has retrieved the artifacts (I.E when Quest Stage #30 ➔ < 40)

 

Click New

 

Click INVALID

 

Select the NPC in the dropdown for Parameter 1

 

Click the OK button

Now only the NPC (AshSkow) can say the dialog. If you don’t add this, the player or any NPC can saythe dialog if near.

 

Click the OK button again

So we’ve restricted the dialog to our NPC (AshSkow). The last restriction (condition) for the dialog is to have it only activate if theuser has retrieved the artifact (Quest Stage #30, i.e., <40).

 

Click New

 

Select GetStage in the Condition Function drop-down, Set Comparison to <, and the Value to 40

 

Click the OK button

 

Click the OK button

Note: You should see all the greetings for all the scenes

 

Click the OK button

Finally we’re back to the main scene window.

 

Right-click on the white scene area

 

Select Add Phase at End

Typically each phase contains associated dialog. After the greeting we will add a 4-part interactive dialog, which will first require adding a Phase 1

 

Right Click Over the Phase name

 

Select Edit

 

Give the Phase a name

Example: Scene03Phase01

Why are we doing this? Because it will allow us to loop to the phase and repeat the 4-part dialog until the player either accepts or denies the quest.

 

Click the OK button

Now we’re ready to add interactive dialog

 

Right-click over the white area under the phase

 

Select New Action > Player Dialogue

The Topic Info dialog pops up allowing you to set initial options.

Conditions are the most likely option you will set, but since we did set conditions in the greeting, and this follows from the greeting, it shouldn’t be necessary.

 

Click the OK button

The 4-part dialog box pops up.

 

Enter Prompts & Responses

(Details not shown-see Quest Dialog Beginning tutorial)

Do the following for the PLAYER

Sentiment: Prompt—Response

Positive: Give Artifact — Yes, here it is.

Negative: Do Not Give — No, I haven’t found it yet.

Neutral: Be Evasive — Maybe.

Question:Ask for Caps — Can I have caps first?

Do the following for the NPC

Sentiment: (NO PROMPTS for NPCs)—Response

Positive: () — Yuck! It’s dirty. You keep it.

Negative: () — Please try to find it.

Neutral: () — Either you’ve found it or not. Which one?

Question: () — Sorry, I don’t have any money

IMPORTANT: Check End Running Scene for the positive and negative NPC responses.

 

Click OK

You’re almost done. You have to loop to main dialog until either the player agrees to give the artifact or the player refuses.

Notice the [END] in the Positive and Negative NPC responses. If you don’t see it, double click on those responses and check the End Running Scene checkbox.

 

Right-click in the white scene area

 

Select Add Phase at End

 

Right-click in the white phase area

 

Select New Action > Start Scene

 

Click OK

 

Double-click (Empty)

 

Right-click under Editor ID

 

Select New

 

Select the Scene and Start Phase in the drop down boxes

In our example AshSkowQuest03 and Scene01Phase03, respectively

Note: Sometimes it doesn’t let you select the Start Phase for Scene (like in this example). None is the only available option. So just go to the next step.

 

Click OK

 

Click OK

Now any four-way response should loop the scene.

We’re almost done, but before we finished let's look at a possible bug fix

 

BUG FIX: If under Action 2’s label, you see “- no phase” do this:

Click the Quest Objectives Tab, then Click the Scenes tab This somehow fixes the bug in the GECK and fills in the phase with:

Scene03Phase01

You can verify this by double clicking on the text under Action 2:

 

Double-click on the NPC positive response

To end the quest we have to set the Quest Stage ID to completed (40)

 

Check the Set Parent Quest Stage radio button and set the drop down to the End Quest Stage # (40)

 

Click OK

Note the [QE40] in the NPC positive response, which indicates that the Quest Stage is set to 40, which is the ending quest index. We now have to code the ending response.

 

Click on the Quest Stages tab

 

Select the Ending Quest Index (40)

 

Right-Click under Log Entry

 

Select New

 

Enter a Log Entry, Designer Notes, Code, and CHECK the Complete Quest box

The code is:

SetObjectiveCompleted(30)

Where 30 is Quest Objective # for returning the artifact to the NPC (see Quest Objectives tab)

 

Click OK

Now you’re ready to test your completed quest.	 

 

File > Save

 

Run Fallout 4 and advance the quest up to the point where you’ve retrieved the artifact have returned to talk to the player

Yes, I know I skipped a lot of steps, but you know how to do all those things already!

 

Wait for prompts

 

Give the artifact (or you can play with responses, but end by giving it)

 

Wait for NPC response

 

Wait for Quest Complete message

You are done! Congratulations ☺

You’ve finished your first mod! However there’s always more to do, always more things that can enhance the mod’s quality and the player's experience. In the next tutorial we’ll discuss how to add a voiceover for your custom dialogue.

 

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