Davidheat Posted May 13, 2008 Share Posted May 13, 2008 I need a Topic Tutorial, Plz post links where i can get them, (And yes i have tried google and it didnt tell me what i needed) Link to comment Share on other sites More sharing options...
Tamujiin Posted May 13, 2008 Share Posted May 13, 2008 Please be more Specific. Also this sight features many links to tutorials. do a search and you probably will find what you are looking for. Link to comment Share on other sites More sharing options...
Davidheat Posted May 13, 2008 Author Share Posted May 13, 2008 i went to know how to add a topic to the npc of oblivion Link to comment Share on other sites More sharing options...
Tamujiin Posted May 13, 2008 Share Posted May 13, 2008 Please be more Specific. Also this sight features many links to tutorials. do a search and you probably will find what you are looking for. As i said before. look around Do some resaerch if your going to make mods. Thats seriously one of the easiest things to do, I suppose the next thing you will ask is can someone teach me how to texture something. Somebody reads this can you please post some links to tutorials as posting a link still fails me. that and i have no link to tutorials. even though its probably one of the easiest things to do...................... Link to comment Share on other sites More sharing options...
Davidheat Posted May 13, 2008 Author Share Posted May 13, 2008 customd ialog tutorial is what am looking for. So far i have tryd is "Mod topic Tutorial for oblivion" and "dialog Tutorial for oblivion" and its didnt help Link to comment Share on other sites More sharing options...
LoginToDownload Posted May 13, 2008 Share Posted May 13, 2008 There's a very good Dialogue Tutorial over on the Construction Set Wiki. (As well as just about everything else a modder could need, I find) Link to comment Share on other sites More sharing options...
Davidheat Posted May 13, 2008 Author Share Posted May 13, 2008 ok thx Link to comment Share on other sites More sharing options...
Davidheat Posted May 13, 2008 Author Share Posted May 13, 2008 ..... i dont under stand it Link to comment Share on other sites More sharing options...
Tamujiin Posted May 14, 2008 Share Posted May 14, 2008 Not to be a jerk, But if you dont understand it maybe you should not try to do what you are doing as it would turn out horrible anyway. There is a section here in the forums where you can make a request for a mod maker to make a mod for you. It doesnt happen all the time but if you are trying something specific i would try there. Link to comment Share on other sites More sharing options...
LoginToDownload Posted May 14, 2008 Share Posted May 14, 2008 ^That's not really fair, is it? It's a pretty difficult tutorial. To sum up the "workings" of it... This might not be enough to actually use dialogues, but it would make reading the tutorial easier, at any rate.All dialogues are part of quests. If the quest isn't running, neither will any of its associated dialogue. Higher-priority quests will use their dialogue instead of lower-priority ones, if they would both run.Most all dialogues have a set of conditions. If any of these conditions aren't met, the dialogue won't run.It sounds like you're looking for the dialogue under the "Topics" tab. Those are the real, player-inclusive conversations you get when activating an NPC.Dialogues from the topic "GREETING" will run when you first initiate conversation with an NPC. Other topics such as "ChorrolTopic", will only run when the player triggers them. (More on that later) In this case, asks someone about "Chorrol".In an individual quest, dialogues in a topic will check from top to bottom. If the bottom dialogue on a list has no conditions, it will only run for that topic when none of the above dialogues run. If a dialogue at the top has no conditions, it will simply always run for that topic. If no dialogues for a certain topic have their conditions met, in any quest, the player won't have the option to use that topic. (Which can cause very nasty things if you somehow manage to do it for the "GREETING" topic, but that would reuqire a huge amount of meddling with multiple quests)Individual dialogues within topics have text, sound files/lip-synch files if appropriate, and which emotion the speaker should have.There are two ways of having the player access topics. One method is to "Add" the topic to the player through scripts or in other dialogues. In this case, from then on, the player will have the option to access that topic in any case where the conditions for one of its dialogues are met. Needless to say, if doing this, make your conditions specific.The second way is to add it as a "choice" from a previous dialogue. A dialogue with choices will rule out all of the "normal" options like ending dialogue and rumors, and force the player to pick one of the choices. If, of course, any of the choice-topics have their conditions met.If "Random" is checked and there aren't any non-random dialogues that should be run first, it will choose randomly between the applicable "Random" responses in the list of random options. Be sure to end a list of random dialogues with the "Random End" tag. Examples:The player killed an innocent, and a guard ran up to him and initiated conversation. Since, unless I'm mistaken, the "Crime" quest has the highest priority of any vanilla quests, if any of its "GREETING" dialogues' conditions are met, they'll run. In this case, we have an "Arrest" dialogue. The conditions go something like this...If IsGuard == 1 (If the person initiating conversation is a guard. In this case, yes.) ANDGetCrimeGold > 0 (This condition would have "Run on Target" checked, so it checks the player's bounty instead of the guard's. This condition is met if the player's bounty is above zero, which, considering he just killed someone in front of a guard, it is) ANDIsPlayerInJail == 0 (This is a hard-coded one. Guards shouldn't arrest the player if he's already serving his time. In this case, he's not.) ANDCanPayCrimeGold > 0* (This is another hard-coded one, checking if the target's gold is greater than his bounty. As with IsGuard and IsPlayerInJail, 0 means false, 1 means true. Naturally, run on target) ANDGetIsRace == Imperial (This is just because Bethesda only had Imperial voice-actors do this dialogue) AND Since all these conditions are met and the dialogue is "Random" with one other, the randomizer turns up one of two possible dialogues..."Stop! You violated the law. Pay the court a fine or serve your sentence. Your stolen goods are now forefit." Now, this dialogue has three "Choice" topics leading from it. That is to say, "Pay Fine", "Resist Arrest", and "Go to Jail". None of these need any conditions, (Except maybe GetIsRace Imperial if you plan on automatically generating dialogue-sounds, so there will be less file-space) since they'll only be run in situations where all the important stuff has already been checked. Even "Pay Fine", since there are other "Arrest" dialogues for when the player doesn't have the money, and they simply won't have this as a choice. *There are different, lower-down "Arrest" dialogues that don't have this condition. Another scenario: The quest NQDChorrol has a very low Priority, (No special dialogues here. Just generic stuff) but it's basically the only one that uses ChorrolTopic. Since the player "has" ChorrolTopic, Every time you initiate conversation with anyone, it will check if this topic should be available. In this case, in this quest, (In a quest more related to the Oblivion crisis, this will produce more generic pannicky comments) it will check for individual NPCs since any of the Chorrol-denizens that will have the topic will have something unique to say. Usually, the only condition is GetIsID NPCNameHere. For a few, guild-relations or a high enough disposition are also required. Link to comment Share on other sites More sharing options...
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