Smig Posted July 19, 2012 Share Posted July 19, 2012 Say I want to start a brawl between the player and a new NPC. I've been searching the web and taking a look at the CK. I see that the Favor017 quest manages the lines that lead to the brawls but I've been unable to fully understand how they are put together. The brawl I'm thinking isn't part of those standard brawls, it follows a new custom quest. My question is, is there something that I can reuse to make a brawl happen and use the outcome on my quest or do I have to script it? If I have to script it, (meaning, unequipping weapons, what happens if you actually use weapons, making sure no one attacks any of the two because of the fight, etc...) how would you go about doing it? I know, it's kind of a vague question, but I need to get a better understanding at this to know where to start. Link to comment Share on other sites More sharing options...
JanusForbeare Posted July 19, 2012 Share Posted July 19, 2012 (edited) It's frelling complicated. I recently scripted in brawls for AD (15% chance for them to occur between Atvir and any Argonian he meets), and it took a while to get working right. Even though it's more-or-less stable now, the aggrieved party still uses their weapons for the first 15-20 seconds of the fight. Anyways, the brawling dialogue options in Favor017 trigger the "Brawl" function in the script "FavorDialogueScript", which sends a story event to the SM event tree with the FavorBrawlEvent keyword attached. That story event triggers the quest DGIntimidateQuest. That quest uses a scene to control elements of the fight such as audience reactions and brawling dialogue, and the script "QF_DGIntimidateQuest_00047AE6" to differentiate the brawl from standard combat (ie. the script monitors and controls weapon/magic use, hostility of allies of both brawlers, etc.). As with most elements of AD, I duplicated the vanilla scripts and edited them to serve my purposes. I suggest you do the same, to avoid messing with basic game mechanics. As for your question about using the outcome of the brawl to change the direction of the quest, it would be a matter of adding scripts to the "player" and "opponent" quest aliases (in your mod's version of DGIntimidateQuest) with events that trigger "OnEnterBleedout" that setstage the quest stage to the appropriate value. Edited July 19, 2012 by JanusForbeare Link to comment Share on other sites More sharing options...
Smig Posted July 20, 2012 Author Share Posted July 20, 2012 I'm going to check that out. Thanks a lot for the detailed response :) Link to comment Share on other sites More sharing options...
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