TKup93 Posted May 2, 2011 Share Posted May 2, 2011 ok, so i just started working on a mod about 3 days ago, i have gotten to the point where i am starting to put some NPCs in(outcasts) and was wondering how to set this particular batch of NPCs friendly to me, but not to others without setting the entire faction friendly. any help would be greatly appreciated, and just for info im using the G.E.C.K. thanks again, TKup Link to comment Share on other sites More sharing options...
xab666 Posted May 3, 2011 Share Posted May 3, 2011 ok, so i just started working on a mod about 3 days ago, i have gotten to the point where i am starting to put some NPCs in(outcasts) and was wondering how to set this particular batch of NPCs friendly to me, but not to others without setting the entire faction friendly. any help would be greatly appreciated, and just for info im using the G.E.C.K. thanks again, TKup I usually use factions that already exist.. so, depending on what your doing it would include "brotherhoodoutcastfaction", and "Playerfaction" that way they'll be friendly to outcasts and they're set alliances, as well as yourself. maybe "FollowerFacton" as well, just to be safe. (there is also a DLC05Followerfaction if your modding the mothership).if your using robots you can add the robot faction, called "robotfaction".playerfaction overrides hostility Link to comment Share on other sites More sharing options...
TKup93 Posted May 5, 2011 Author Share Posted May 5, 2011 ok, so how would i make the two? could you give like a quick little tutorial of sorts? like a click this, search for this, then do this type of thing. Link to comment Share on other sites More sharing options...
xab666 Posted May 6, 2011 Share Posted May 6, 2011 ok, so how would i make the two? could you give like a quick little tutorial of sorts? like a click this, search for this, then do this type of thing. the factions alreadye exist. basically here: 1. find a NPC similar to the one you want (or a leveled encounter - which usually have lvl in the name, and render as a M)2. doubleclick it for the individual reference window, and then click edit base object in the top right.3. change the name to something that relates to your mod. e.g. I made a mode called Eagle Rock (its a enclave base). I would call the Vendor of Armory (the Quartermaster) ERbase01Quartermasternow click ok, and it will prompt you. "form ID already exists, rename? or create new form?" make a new form (yes i believe).now. one thing to note, ERbase01Quartmaster is called the ObjectID.now, reopen the base object edit window. and click FACTIONSin the whitespace, remoe any existing factions (right click, and delete).now add (right click, and slect add, and then find it in the list).add:BrotherhoodOutcastFactionPlayerFactionFollowerFaction click ok, and place your NPCs. you can get much more complicated, but try that for now. Link to comment Share on other sites More sharing options...
TKup93 Posted May 7, 2011 Author Share Posted May 7, 2011 thank you soooo much, that worked, youve received kudos from me for your help : P Link to comment Share on other sites More sharing options...
xab666 Posted May 7, 2011 Share Posted May 7, 2011 thank you soooo much, that worked, youve received kudos from me for your help : Pno problem, if you find you have problems getting them to spawn where you want them make sure the area is navmeshedand if that doesnt work put a "xmarkerheading" on top of the npc and make it a linked reference. it will make them stand in position.if you want them to wander around, goto to packages (another tab where factions is). and add a new one.set it to sandbox (top right) and set the various actions you want. eat, sleep, etc. this is useful if you want NPCs to wander around anduse furnature (to control npc actions) and not eat your food. you can link one xmarkerheading to another and make a big loop, thats how you set up patrols for npc gaurdsthanks for the kudos, and good luck Link to comment Share on other sites More sharing options...
TKup93 Posted May 8, 2011 Author Share Posted May 8, 2011 ok, so a few more questions if you are interested in answering them, 1) how do i setup a merchant? 2) how do i set up "custom" dialogue for when you are just passing by the NPC? 3) how do i make it so NPCs will spawn every(put time amount here) and do a certain thing? if you can answer those for me, well i will be one happy TKup. lol. Thanks again, TKup Link to comment Share on other sites More sharing options...
xab666 Posted May 8, 2011 Share Posted May 8, 2011 (edited) ok, so a few more questions if you are interested in answering them, 1) how do i setup a merchant? 2) how do i set up "custom" dialogue for when you are just passing by the NPC? 3) how do i make it so NPCs will spawn every(put time amount here) and do a certain thing? if you can answer those for me, well i will be one happy TKup. lol. Thanks again, TKup 1. merchant's require apppropriate dialogue. its done by building quests. more work then just the NPCto build a quest you have to find the "Quest" tab in the object window the the GECK and left click (select new).one the first page enter the Quest name, FormID and priority (>=25). and then click ok (otherwise it resets the first page when you click the second).then open the tab labeled "Topics"you see whitespace on the elft, that says "EditorID" | "Priority" | "Display Text".right click in there, and select new. pick "GREETING" from the list (forgive me, I haven't made a Vendor is weeks, and I'm a tad rusty).type in prompt "Hi" or something similar (what you would say when first approaching somebody".and enter response text as *The first thing you want the NPC to say to you*you'll also need a GOODBYE topic, which isn't found in TOPICs but instead in Conversation (the next tab). once you've finished the greeting, you need to make a merchant diaglouge something like(from a NEW TOPIC) prompt: "Do you have anything to sell?", response text "sell?, to you? well.."now that the very bottom you see two boxes labeled "Result Script (Begin)" and "Result Script (END)" in Result Script (Begin) you need to write a script for the vendor to show the "Barter menu"e.g's for vendors showbartermenu ;abreviates to sbm shows trade menu showrepairmenu ;abreviates srm, shows repair menu for player showplasticsurgeonsmenu ; character alteration your GREETING needs to link to your NEW TOPIC by adding "NEW TOPIC" to the Greeting "Add Topics" Window middle right. also add GOODBYE (so you don't HAVE to repair). **IMPORTANT ***when you build each topic, set a condition at the both for GETISID = the reference of whoever is speaking...and set the drop box labeled "Speaker" to the NPC you want to say the dialogue. then the easy part:make a vendor container (which could have lvled item lists or whatever in it). make it a persistant reference. opent eh vendor, click the second tab (Merchant Container) and make the newly made container a linked reference.open the NPC again, and click "editbase". go to AI DATA tab, and select the services you want to providea Armorer would have "Weapons", "Armor" and Probably "Food" and Chems", selecting all of them allows the vendor to sell back anything you sell to him. otherwise he'll only restock what fits his "selections"services allows the "ShowRepairMenu" etc (actually i don't think it does, but should select it anyways if planning to repair) 2. never done custom "Passby" dialogue before, i think its based on faction (making a character an outcast using the DLC02 would tell you, because they have a unique response if your wearing outcast power armor) good link => http://geck.bethsoft.com/index.php/Quest_and_Dialogue_Tutorialalso: http://geck.bethsoft.com/index.php/How_to_script_conversation_between_two_or_more_NPCs Spawning NPCs is done by scripts.PlaceAtMe is a good one..LocationObjectREF.PlaceAtMe SpawnedObjectREF Count(int) Distance(float) Direction(0/1/2/3) (0 = in front, 1 = behind, 2 = to left, 3 = to right)then by script you have them do what you want. (either by adding a package, or setting a quest stage up). you'll probably have to read up a little - or open the GECK and see how bethesda did it (I do that a lot) P.S. one more thing; to create a new topic, you have to right click in the "topic" selection box you open by "adding" a topic. when you go to the list to select one, click the whitespace and the option "New" should be there. thats the only way Edited May 8, 2011 by xab666 Link to comment Share on other sites More sharing options...
TKup93 Posted May 12, 2011 Author Share Posted May 12, 2011 ok, so on making a merchant, im kind of confused, i think you left out something cause im trying to make a merchant and im following your list to the T and im stuck... once you've finished the greeting, you need to make a merchant diaglouge something like(from a NEW TOPIC) prompt: "Do you have anything to sell?", response text "sell?, to you? well.."now that the very bottom you see two boxes labeled "Result Script (Begin)" and "Result Script (END)" in Result Script (Begin) you need to write a script for the vendor to show the "Barter menu"e.g's for vendors showbartermenu ;abreviates to sbm shows trade menu showrepairmenu ;abreviates srm, shows repair menu for player showplasticsurgeonsmenu ; character alteration your GREETING needs to link to your NEW TOPIC by adding "NEW TOPIC" to the Greeting "Add Topics" Window middle right. also add GOODBYE (so you don't HAVE to repair). right there is where im getting confused, first when you say (from a new topic) i dont know which one to use seeing as how a list comes up to choose from. also, im not sure what to put down for the script begin and end, im very new to this and its all big and scary jumping into this. i really do appreciate all youve done though, just maybe clear up this for me : ) Thanks again (a lot), TKup Link to comment Share on other sites More sharing options...
xab666 Posted May 12, 2011 Share Posted May 12, 2011 ok, so on making a merchant, im kind of confused, i think you left out something cause im trying to make a merchant and im following your list to the T and im stuck... once you've finished the greeting, you need to make a merchant diaglouge something like(from a NEW TOPIC) prompt: "Do you have anything to sell?", response text "sell?, to you? well.."now that the very bottom you see two boxes labeled "Result Script (Begin)" and "Result Script (END)" in Result Script (Begin) you need to write a script for the vendor to show the "Barter menu"e.g's for vendors showbartermenu ;abreviates to sbm shows trade menu showrepairmenu ;abreviates srm, shows repair menu for player showplasticsurgeonsmenu ; character alteration your GREETING needs to link to your NEW TOPIC by adding "NEW TOPIC" to the Greeting "Add Topics" Window middle right. also add GOODBYE (so you don't HAVE to repair). right there is where im getting confused, first when you say (from a new topic) i dont know which one to use seeing as how a list comes up to choose from. also, im not sure what to put down for the script begin and end, im very new to this and its all big and scary jumping into this. i really do appreciate all youve done though, just maybe clear up this for me : ) Thanks again (a lot), TKup when the list comes up, right click and select new. it will then be a blank spot, and you can type the name in.GREETING already exists, and can be found in the list. if you asking where the list is, it appears when ading a topic, under the TOPIC tab of a quest (while making a quest and the quest window is open).GOODBYE however appears in the conversation menu.http://i1218.photobucket.com/albums/dd418/x0r-lord/Quest3.jpgThis is how you add a topic http://i1218.photobucket.com/albums/dd418/x0r-lord/Quest4.jpgthis is where you create a new topic Link to comment Share on other sites More sharing options...
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