Difference between revisions of "Simple custom courier"
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imported>ESPurist (Created page with "== A Simple Custom Courier == This page is about how to make a courier that is similar to the courier in the base game, but not as complex. <br> <br> This operation requires:...") |
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This operation requires: | This operation requires: | ||
* Creation Kit | * Creation Kit | ||
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Please note: This quest requires dialogue! It does not have to have actual recorded lines to work, but this particular tutorial does not use the original courier's dialogue at all, so your courier will say nothing unless you record the lines you want him/her to say. | |||
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===Create the Courier's Essentials=== | ===Create the Courier's Essentials=== | ||
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Next you will need to create (er, basically you will just copy the existing courier's packages) AI Packages for your courier. Go to the Object Window --> Character --> Package and enter "courier" in the search box. You will see a few packages but you want the two that are "WICourierDeliverToPlayer" and "WICourierWaitForPlayer". | Next you will need to create (er, basically you will just copy the existing courier's packages) AI Packages for your courier. Go to the Object Window --> Character --> Package and enter "courier" in the search box. You will see a few packages but you want the two that are "WICourierDeliverToPlayer" and "WICourierWaitForPlayer". | ||
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# Double-click the "WICourierDeliverToPlayer" package and give it a new ID. | # Double-click the "WICourierDeliverToPlayer" package and give it a new ID. Do the same for the other package. You will edit these again later. | ||
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===Create the Courier's Quest=== | ===Create the Courier's Quest=== | ||
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Now we have to add aliases to the quest, these are very important. Open up your quest again and go to the Quest Aliases tab. Make sure your courier and the things we added in his/her cell are visible in your Render Window, it will make this easier. Here we go: | Now we have to add aliases to the quest, these are very important. Open up your quest again and go to the Quest Aliases tab. Make sure your courier and the things we added in his/her cell are visible in your Render Window, it will make this easier. Here we go: | ||
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# Right-click in the empty field and select New Location Alias. Type in "Location" for Alias Name, and click the radio button for "Find Matching Location", then click the "From Event" checkbox. The dropdown menu should say "Change Location Event", if not, change it to that. Click the next dropdown menu and select "New Location. This makes it so that the quest recognizes when a player enters a new location and gets that location's information for the courier. | # Right-click in the empty field and select New '''Location''' Alias. Type in "Location" for Alias Name, and click the radio button for "Find Matching Location", then click the "From Event" checkbox. The dropdown menu should say "Change Location Event", if not, change it to that. Click the next dropdown menu and select "New Location. This makes it so that the quest recognizes when a player enters a new location and gets that location's information for the courier. | ||
# Add a New Reference Alias, name it "LocationCenterMarker". Click the Location Alias Reference radio button, and make sure the following dropdown menu is "Location" and the RefType is "LocationCenterMarker". | # Add a New '''Reference''' Alias, name it "LocationCenterMarker". Click the Location Alias Reference radio button, and make sure the following dropdown menu is "Location" and the RefType is "LocationCenterMarker". | ||
# Add a New Reference Alias, name it "Courier". Click the "Specific Reference" radio button and click the box next to it labeled "Select Forced Reference". Click "Select Reference in Render Window" and double-click your courier when it brings you to the Render Window. If you have not given your courier an editorID, you will not be able to select him/her! You will need to add a few more things to the courier alias later. | # Add a New '''Reference''' Alias, name it "Courier". Click the "Specific Reference" radio button and click the box next to it labeled "Select Forced Reference". Click "Select '''Reference''' in Render Window" and double-click your courier when it brings you to the Render Window. If you have not given your courier an editorID, you will not be able to select him/her! You will need to add a few more things to the courier alias later. | ||
# Add a New Reference Alias, name it "Container". Like with the courier, select the Specific Reference radio button etc. and select the container you put in the courier cell. Once again, if it doesn't have a unique ID you won't be able to select it. | # Add a New '''Reference''' Alias, name it "Container". Like with the courier, select the Specific Reference radio button etc. and select the container you put in the courier cell. Once again, if it doesn't have a unique ID you won't be able to select it. | ||
# Add a New Reference Alias, name it "Marker". As with the courier and container, select the X marker you placed in the courier cell with the Specific Reference in the Render Window. | # Add a New '''Reference''' Alias, name it "Marker". As with the courier and container, select the X marker you placed in the courier cell with the Specific Reference in the Render Window. | ||
# Add a New Reference Alias, name it "Player". This time you will select the Specific Reference radio button, click the "Select Forced Reference" button but you will just click the cell dropdown menu and select "(any)" at the top of the list. This allows you to then select "Player" at the top of the list in the Ref dropdown menu. | # Add a New '''Reference''' Alias, name it "Player". This time you will select the Specific Reference radio button, click the "Select Forced Reference" button but you will just click the cell dropdown menu and select "(any)" at the top of the list. This allows you to then select "Player" at the top of the list in the Ref dropdown menu. | ||
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Whew. Now you've created all the aliases for the courier. But don't close the quest yet! | Whew. Now you've created all the aliases for the courier. But don't close the quest yet! | ||
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===Create the Courier's Dialogue View=== | ===Create the Courier's Dialogue View=== | ||
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Click the "Dialogue Views" tab next to the aliases tab. Right-click in the empty field on the left side and click "New". Give this a name that ends in something like "Dialogue" or "View". | Click the "Dialogue Views" tab next to the aliases tab. Right-click in the empty field on the left side and click "New". Give this a name that ends in something like "Dialogue" or "View". Click on your newly created Dialogue View and then right-click in the empty field to the right and select "Create Branch". You will then create a dialogue branch and a topic all in one go. You will need this topic for your AI Package when the courier goes to greet the player. | ||
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