Difference between revisions of "Quest"

1,388 bytes added ,  19:19, 15 July 2020
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**'''Run Once: ''' Prevents the Quest from being reset when it starts. If a "Start Game Enabled" quest is not also flagged to "Run Once", its OnInit event will fire twice.
**'''Run Once: ''' Prevents the Quest from being reset when it starts. If a "Start Game Enabled" quest is not also flagged to "Run Once", its OnInit event will fire twice.
For clarity, all forms of resetting including Reset() will not work when this is checked.
For clarity, all forms of resetting including Reset() will not work when this is checked.
**'''Warn on alias fill failure:''' Prints out alias fill errors to Papyrus Log. Useful when debugging quest alias order. If aliases fail to fill, the entire quest will fail and not function properly.  
**'''Warn on alias fill failure:''' Prints out alias fill errors to Papyrus Log. Useful when debugging quest alias order. If aliases fail to fill, the entire quest will fail and not function properly. Stages won't set, actors won't speak their dialogue, fragments don't run and objectives don't display.  
**'''Allow repeated stages:''' If this box is checked, a journal entry will be displayed (and quest stage results run) every time SetStage is called for a particular stage number. Otherwise, SetStage has no effect after it is called the first time for any stage on a running quest.
**'''Allow repeated stages:''' If this box is checked, a journal entry will be displayed (and quest stage results run) every time SetStage is called for a particular stage number. Otherwise, SetStage has no effect after it is called the first time for any stage on a running quest.
**'''Add Idle Topic To Hello:'''
**'''Add Idle Topic To Hello:'''
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**'''Run on stop?:'''
**'''Run on stop?:'''
**'''Keep Instance Data From Here On:''' Preserves text replacement data across save games.
**'''Keep Instance Data From Here On:''' Preserves text replacement data across save games.
*'''Log Entries''' Your quest's objectives. If a stage item has log entry text, that text becomes the quest summary in the player's quest list. Only the most recent log entry is displayed to the player. You can have multiple entries for a single stage, however elect to have one display at any time, and that can be controlled by setting conditions on each entry.  
*'''Log Entries''' The description for your quest's objectives which is displayed in the Pipboy. If a stage item has log entry text, that text becomes the quest summary in the player's quest list. Only the most recent log entry is displayed to the player. You can have multiple entries for a single stage, however elect to have one display at any time, and that can be controlled by setting conditions on each entry.  
**'''Log Entry:''' The individual log entries.  
**'''Log Entry:''' The individual log entries.  
**'''Designer Notes:''' CK only notes for other designers to read. Has no effect on actual game. Useful commenting and organizational tool, especially for collaborative efforts.  
**'''Designer Notes:''' CK only notes for other designers to read. Has no effect on actual game. Useful commenting and organizational tool, especially for collaborative efforts.  
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**'''Start scene:'''  
**'''Start scene:'''  
**'''Conditions''' Conditions to set for the entire stage.  
**'''Conditions''' Conditions to set for the entire stage.  
**'''Papyrus Fragment''' The [[Papyrus]] fragment editor is for [[Quest Stage Fragments]].
**'''Papyrus Fragment''' The [[Papyrus]] fragment editor is for [[Quest Stage Fragments]]. These are code snippets that run when moving to this stage. A common use for this is SetObjectiveDisplayed() and SetObjectiveCompleted() to give the player new objectives, and complete others. The '''advanced''' tab allows the renaming and assignment of a unique namespace for your fragment.
 
Renaming fragments allows for setting unique prefixes or changing the naming of a fragment. Namespaces are sub folders within which your fragments will be output by the CK. The combination of a unique prefix and namespace for your fragments allows for more effective asset tracking.  
{{ClearFloats}}
{{ClearFloats}}


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=== Command Dialogue ===
=== Command Dialogue ===
=== Scenes ===
=== Scenes ===
Scenes are used to create dialogue for any actor in the game, including the player. Scenes consist of an ordered collection of Topic Info forms.
Topic Info:
Topic infos consist of a few key components, namely the text the actor will say, the sound file name and location information, and the facial animation selection.
Facial animations are used to give a facial expression to an actor while they speak a line. There are many facial animations to choose from under the drop down list. For a visual reference of the different facial animation options, see this [https://www.youtube.com/watch?v=poksb4_sIQM&feature=youtu.be video]. (Credit to Sirick)
=== Scene Collections ===
=== Scene Collections ===
=== Combat ===
=== Combat ===
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