Difference between revisions of "Fallout 4 Simple Fetch Quest Tutorial Chapter 8: Quest Setup"
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Fallout 4 Simple Fetch Quest Tutorial Chapter 8: Quest Setup (edit)
Revision as of 17:04, 10 April 2017
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'''Note: This tutorial uses an Action-Reaction System.''' | '''Note: This tutorial uses an Action-Reaction System.''' | ||
=Start up the GECK by running the Bethesda.Net Launcher and Open up your Mod (as in Tutorial 3)= | |||
Note: This is only if the GECK isn’t running. | |||
=Active that Object Window= | |||
Expand Character > Quest in the left index | |||
Find your quest (AshSkow) in the right window and double click to open | |||
=Click on the Quest Data tab= | |||
Previously we set the ID and Quest Name. The ID is used by code while the Quest Name is what shows up in Fallout when the player begins the quest. | |||
Set the Priority textbox to 60 | |||
=Set the Quest Completion XP dropdown to XPRadiant= | |||
If there are competing quests that could be started at the same time, the priority determines which quest goes first. | |||
Important! You must set Quest Completion XP the quest completed message will not display when the player completes the quest in-game. The Quest Completion Xp is how much XP the player gets for completing the Quest. | |||
=Click on the Quest Stages tab= | |||
Note: If you clicked hastily on the OK button in the previous step; the Quest window will have been saved and closed, and you will need to repoen it., that saves & closes out the Quest window and you will have to reopen. Clicking on another tab also saves your progress, but it doesn’t close the window. | |||
Quest Stages is where you add code that controls the labels the players sees as sees when s he or she progressinges in the game. | |||
For a simple quest you need four stages. | |||
=Right-Click over the Index window= | |||
=Click New= | |||
Important! Keep index 0. | |||
Index 0 means the quest has not been initiated. | |||
When the game starts, you can think of your Quest as being at Index 0 | |||
=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 | |||
=Click on the Quest Objectives Tab= | |||
This is where you set the labels the player sees as he or she progresses through the game | |||
=Right-click over the Objective Index= | |||
=Select New= | |||
=Enter an Index and a Display Text in the corresponding boxes underneath Quest Objective Data= | |||
For example: 10 and Meet Ash Skow | |||
=Follow this procedure and add two more objectives for retrieving the object and returning the object to the NPC= | |||
For example: | |||
20 Retrieve object for Ash | |||
30 Return object to Ash | |||
That’s it for setting up the quest. Now we need to write code to link player actions to quest stages. | |||
But first we need to add Aliases. Aliases create markers on the map that guide the player | |||
=Click the Quest Aliases tab= | |||
=Right-click over the Alias Name column= | |||
=Click New Reference Alias= | |||
=Enter a label for the Target Object into the Alias Name box= | |||
For Example: TeddyBearAlias | |||
=Click on the Radio Button, Specific Reference, then click on the button Select Forced Reference button= | |||
=Set the Cell dropdown to your test cell. Set the Ref dropdown to your target object= | |||
Remember we are working inside the BoSHoldingCellTut, so I added that to the dropdown | |||
TeddyBear was our target object. Iignore the numbers after the label.. | |||
=Click OK= | |||
=Click No= | |||
=Click OK= | |||
That’s it! We’re ready to add code. |