Difference between revisions of "Fallout 4 Simple Fetch Quest Tutorial Chapter 9: Quest Startup"

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'''Note: This tutorial uses an Action-Reaction System.'''
'''Note: This tutorial uses an Action-Reaction System.'''
*Open up your Mod (as in Tutorial 3) then
*Bring up your Quest
Yes I skipped a lot of steps, but by now you should know how to bring up your quest.
[[image:Picture9-1.png]]
=Click the Scenes Tab=
What we’re going to do is set it up so that greeting the NPC starts the quest.
[[image:Picture9-2.png]]
=Double-Click on the Start Greeting text (Hi there! Can you help me find something?=
Now things get interesting. Your typicaltypicalThe general scripting process will go something like this:
1. NPC says dialog
2. At the end of the dialog you set a parent quest stage number. This is a number you have added within the Quest Stages tab
3. Add code to update and display new objectives.
Two important things to remember are:What you want to remember is that generally:
● NPC dialog updates Quest Stage #s
● Quest Stage #s update Quest Objectives
[[image:Picture9-3.png]]
=Click the Set parent quest stage radio button (near bottom middle in the Scripts section)=
*Set drop-down list to the starting stage (usually 10)
Note: that the drop-down menu lists all the stage numbers you added in the Quest Stages tab.
This will make it so that after the NPC finishes her lines of dialog, the Quest State # will be set to 10.
Next, we must associate the code with Quest Stage 10
[[image:Picture9-4.png]]
=Click OK=
Click on the Quest Stages Tab
[[image:Picture9-.png]]
=Click on the starting index (usually 10)=
[[image:Picture9-5.png]]
=Right-click on Log-Entry=
Keep index 0.
Index 0 means the quest has not yet been initiated.
When the game starts, you can think of your Quest as being at Index 0
[[image:Picture9-6.png]]
=Type [Enter] to keep Index 0=
Use the right-click New procedure to Add four more indices labeled 10, 20, 30, 40.
I’ll show you how to add code to the indices later, but for now you can think of the indices as corresponding to the following events:
0: Start of game, Quest Idle
10: Meeting the NPC
20: Accepting the NPC’s Quest
30: Completed the NPC’s Quest
40: End Quest
[[image:Picture9-7.png]]
=Click on the Quest Objectives Tab=
This is where you set the labels the player sees as he or she progresses through the game
[[image:Picture9-8.png]]
=Right-click over the Objective Index=
[[image:Picture9-10.png]]
=Select New=
[[image:Picture9-11.png]]
=Enter information about this stage in the Log Entry=
*Enter notes in the Designer Notes section
*Add Code to set Meeting Objective # to Completed
*Click the Compile Button
You’re free to enter whatever you want for the Log Entry and Designer notes. What matters is the code:
SetObjectiveDisplayed(10)
SetObjectiveCompeted(10)
If you typed this code correctly, you should get no error messages when you click Compile.
[[image:Picture9-12.png]]
=(Optional) Click on the Quest Objectives tab=

Now what did we just do? In the previous step, we added the code:
SetObjectiveDisplayed(10)
SetObjectiveCompeted(10)
Objective Index 10 is associated with the Display Text: Meet Ash Skow.
This piece of code will display the following to the player:
Meet Ash Skow
Completed: Meet Ash Skow
Note: The first time SetObjectiveDisplayed is called, it will also show the Quest Name
[[image:Picture9-13.png]]
=Click the OK button to close out the Quest dialog box=
*File > Save[[image:Picture9-14.png]]
=Minimize the GECK=
*Start Fallout 4 & goto whatever room your NPC is in, if you aren’t there already
Yes, I skipped a lot of steps, but you should know how to do this by now.
[[image:Picture9-15.png]]
=Approach the NPC=
The greeting text starts.
[[image:Picture9-16.png]]
=Wait for the greeting to finish=
[[image:Picture9-17.png]]
=Wait for the Quest text to go away=
Next, we’ll add code to go to the next objective if you agree to the Quest.
No problems so far? Getting confident? Next we’ll learn how to enable conditions for our quests, and that’s where things get a little hairy.
Just remember!
*Dialog sets Stage #s
*Stage #s execute objective displayed & completed code
[[image:Picture9-18.png]]
Don’t forget to quit out of Fallout 4 WITHOUT SAVING OR QUICKSAVING, before going back to the GECK. You can stay in the GECK, you just have to quit out of Fallout 4 each time. If you save, then Fallout 4 remembers your Stage & Objectives (and you’ll have to into the coc to reset them)

Revision as of 15:14, 17 April 2017

Fallout 4 Simple Fetch Quest Tutorial Chapter 9: Quest Startup
Fallout4 Scripting Quest Tutorial Series, Chapter 9: Quest Startup
Return to Tutorial Hub
LeftArrow.png Previous Tutorial Next TutorialRightArrow.png

Note: This tutorial uses an Action-Reaction System.

  • Open up your Mod (as in Tutorial 3) then
  • Bring up your Quest

Yes I skipped a lot of steps, but by now you should know how to bring up your quest.

Picture9-1.png

Click the Scenes Tab

What we’re going to do is set it up so that greeting the NPC starts the quest.


Picture9-2.png

Double-Click on the Start Greeting text (Hi there! Can you help me find something?

Now things get interesting. Your typicaltypicalThe general scripting process will go something like this: 1. NPC says dialog 2. At the end of the dialog you set a parent quest stage number. This is a number you have added within the Quest Stages tab 3. Add code to update and display new objectives.

Two important things to remember are:What you want to remember is that generally: ● NPC dialog updates Quest Stage #s ● Quest Stage #s update Quest Objectives

Picture9-3.png

Click the Set parent quest stage radio button (near bottom middle in the Scripts section)

  • Set drop-down list to the starting stage (usually 10)

Note: that the drop-down menu lists all the stage numbers you added in the Quest Stages tab.

This will make it so that after the NPC finishes her lines of dialog, the Quest State # will be set to 10.

Next, we must associate the code with Quest Stage 10

Picture9-4.png

Click OK

Click on the Quest Stages Tab

File:Picture9-.png

Click on the starting index (usually 10)

Picture9-5.png

Right-click on Log-Entry

Keep index 0.

Index 0 means the quest has not yet been initiated.

When the game starts, you can think of your Quest as being at Index 0

Picture9-6.png

Type [Enter] to keep Index 0

Use the right-click New procedure to Add four more indices labeled 10, 20, 30, 40.

I’ll show you how to add code to the indices later, but for now you can think of the indices as corresponding to the following events:

0: Start of game, Quest Idle

10: Meeting the NPC

20: Accepting the NPC’s Quest

30: Completed the NPC’s Quest

40: End Quest

Picture9-7.png

Click on the Quest Objectives Tab

This is where you set the labels the player sees as he or she progresses through the game

Picture9-8.png

Right-click over the Objective Index

Picture9-10.png

Select New

Picture9-11.png

Enter information about this stage in the Log Entry

  • Enter notes in the Designer Notes section
  • Add Code to set Meeting Objective # to Completed
  • Click the Compile Button

You’re free to enter whatever you want for the Log Entry and Designer notes. What matters is the code:

SetObjectiveDisplayed(10)

SetObjectiveCompeted(10)

If you typed this code correctly, you should get no error messages when you click Compile.

Picture9-12.png

=(Optional) Click on the Quest Objectives tab=
 Now what did we just do? In the previous step, we added the code:

SetObjectiveDisplayed(10) SetObjectiveCompeted(10)

Objective Index 10 is associated with the Display Text: Meet Ash Skow.

This piece of code will display the following to the player:

Meet Ash Skow

Completed: Meet Ash Skow

Note: The first time SetObjectiveDisplayed is called, it will also show the Quest Name

Picture9-13.png

Click the OK button to close out the Quest dialog box

  • File > SavePicture9-14.png

Minimize the GECK

  • Start Fallout 4 & goto whatever room your NPC is in, if you aren’t there already

Yes, I skipped a lot of steps, but you should know how to do this by now.

Picture9-15.png

Approach the NPC

The greeting text starts.

Picture9-16.png

Wait for the greeting to finish

Picture9-17.png

Wait for the Quest text to go away

Next, we’ll add code to go to the next objective if you agree to the Quest.

No problems so far? Getting confident? Next we’ll learn how to enable conditions for our quests, and that’s where things get a little hairy.

Just remember!

  • Dialog sets Stage #s
  • Stage #s execute objective displayed & completed code

Picture9-18.png

Don’t forget to quit out of Fallout 4 WITHOUT SAVING OR QUICKSAVING, before going back to the GECK. You can stay in the GECK, you just have to quit out of Fallout 4 each time. If you save, then Fallout 4 remembers your Stage & Objectives (and you’ll have to into the coc to reset them)