Difference between revisions of "Quest"

112 bytes added ,  13:09, 14 August 2019
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**'''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:'''
*'''Quest Completion XP: ''' Choose the amount of XP you want given to the player upon completing your quest.'''
*'''Quest Completion XP: ''' Choose the amount of XP you want given to the player upon completing your quest. '''
*'''Type: ''' Type of the Quest. Influences the HUD art that shows in the pipboy and interface. Miscellaneous go under the Misc section and does not display objective descriptions.
*'''Type: ''' Type of the Quest. Influences the presentation elements of your quest. Miscellaneous quests go under the Misc section in the Pipboy and do not display objective descriptions and summaries.
*'''Object Window Filter: ''' The in CK "Folder" where you'd like your quest to be categorized under. For example, Brotherhood of Steel\, Institute\, My Quest Category\, etc
*'''Object Window Filter: ''' The in CK "Folder" you'd like your quest to be categorized under. For example, Brotherhood of Steel\, Institute\, My Quest Category\, etc.
*'''SWF File: ''' The special Flash swf to display upon quest completion. Most quests have special animation art associated with them.
*'''SWF File: ''' The special Flash swf to display upon quest completion. Most quests have special animation art associated with them.
*'''Location:''' Location you'd like associated with quest. Seldom used.
*'''Location:'''  
*'''Quest Group:''' Quest collection this quest belongs to.  
*'''Quest Group:''' Quest collection this quest belongs to.  
*'''Recompile All Papyrus Scripts: ''' Batch re-compiles all fragments associated with this quest.
*'''Recompile All Papyrus Scripts: ''' Batch re-compiles all fragments associated with this quest.
*'''Export Dialogue Specific Voices:''' Batch export all dialogue associated with a specific Voicetype.
*'''Export Dialogue Specific Voices:''' Batch export all dialogue associated with a specific Voicetype.
*'''Export Quest Dialogue:''' Batch export all of the quest's dialogue to a text file. The file will can be located in Fallout 4's main directory.
*'''Export Quest Dialogue:''' Batch export all of the quest's dialogue to a text file. The file can be located in Fallout 4's main directory.
*'''Exclude from dialogue export:''' Marks this quest to be ignored from batch exporting dialogue from the Character> Export Dialogue menu selection.
*'''Exclude from dialogue export:''' Marks this quest to be ignored from batch exporting dialogue from the Character> Export Dialogue menu selection.
*'''Calculate Voice Assets:''' Evaluates (using the same process as the export) how many actual audio files are used by the quest. If this is larger than the Lines of Dialogue field, it means that some lines can be said by multiple voice types. If it is smaller, it means that some lines cannot be said by any voice types.  
*'''Calculate Voice Assets:''' Evaluates (using the same process as the export) how many actual audio files are used by the quest. If this is larger than the Lines of Dialogue field, it means that some lines can be said by multiple voice types. If it is smaller, it means that some lines cannot be said by any voice types.  
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*'''Lines of dialog:'''
*'''Lines of dialog:'''
*'''Text Display Globals:'''
*'''Text Display Globals:'''
*'''Quest Dialogue Conditions:''' Apply a condition to the entirety of a quest's dialogue.  
*'''Quest Dialogue Conditions:''' Apply a condition to the entirety of a quest's dialogue. For example, if you set a GetIsID condition here, all dialogues within your quest would have to abide by this condition, otherwise they will not show up.  
{{ClearFloats}}
{{ClearFloats}}


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