Tutoriel de Bethesda : Planifier la quête/fr

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Tutoriel de Bethesda - Planifier la quête



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Tutoriel de Bethesda : Planifier la quête/fr
Série : Niveau basique - Conception de quêtes, page 1
Sommaire du tutoriel
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Présentation

Ce chapitre va vous apprendre les base de la création de quetes dans le Creation Kit.

Le lecteur va appredre :

  • Comment structurer une quete
  • Comment créer des objets et des personnages et les ajouter à sa quete.
  • Qu'est ce que sont les stages dans une quete et comment en créer

Breaking down the Idea

Let's begin with a high-level idea for a quest. This will be a simple quest with a very straightforward player experience, so you can get a sense of how quests get built in the Creation Kit. Once you have that down, it's just a matter of details.

So starting with:

The player meets Bendu Olo, a Dark Elf who recently had his amulet stolen by a thief who is hiding out in a nearby cave. He offers to pay the player twice what the amulet is worth if it is returned to him.

So we can break this down into a set of sequential story phases:

  • Pre-Quest: The player has never met Bendu Olo. The amulet is in the cave, along with the thief.
  • Stage 1: The player has met Bendu Olo and been given the task of getting the amulet.
  • Stage 2: The player has killed the thief.
  • Stage 3: The player has retrieved the amulet.
  • Stage 4: The player has given the amulet back to Bendu Olo and retrieved his reward.

It helps to think of stages as marking the event that has most recently happened. We'll use these stages to determine which dialogue options an NPC offers to the player, set the objective and quest target, and track the overall progress of the quest.

  If you're thinking ahead, you may also realize that stage 3 could happen without actually killing the thief (through sneaking or pickpocketing) and that stage 1 could be thought of as two separate events, if the player declines to help when first meeting Bendu Olo. We'll show how to deal with both of these.


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