A bunch of questions

Post » Tue Dec 29, 2009 7:46 am

I'm trying to make a bigger project than my before simple items adding and changing. I'm trying to make a faction, with many quests, a new city, and interior cells.
1. How do I connect exterior doors to interior doors?
2. How do I make a quest?
3. How do I make a faction that the player can join, and ranks.
4. How do I make a special questline, for example, I finish the first quest. Now i shall do the second one. How do I do that?
5. How do I add dialouge?
6. How do I make killing a faction member count as an expulsion?
7. How do I make guards?
8. How do I make a clothier wear a special set of clothes, and sell the clothing that's not what he was supposed to wear?
:nope:
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katie TWAVA
 
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Post » Tue Dec 29, 2009 1:28 pm

i dont know all, but where's what i do know.

1. sorry, havent worked much with placing things, so i dont know.

2. make journal entries. here's a tutorial - http://www.tamriel-rebuilt.org/?p=modding_data/tuts/sfish/npc

3. in the CS, on the menu bar choose "character" then "faction"

4. have conditions on your dialog to start the second quest. assuming you use journal entries, set the condition to the dialog to the name of your journal entry, and the required index, or, if you like, you can create a global variable that is 0 untill the first quest is completed and set to one when it is completed, and use THAT as your conditional.

5. the dialog editor in the CS. the tutorial i linked above covers the basics, this archived forum thread is full of tips and things to remember - http://lovkullen.net/Emma/Comprehensive_Dialogue.htm

6. i believe that even attacking a faction member results in expulsion by default.

7. any NPC with the class "guard" counts as a guard. just make a new NPC that is this class and place them in the game world (or use some of the existing ones in default morrowind). remember to check the "respawn" box or use leveled list spawns if you want the guards to respawn, or do not do these things if you do not want them to respawn.

8. you can attach a script to the NPC in question that does -

if ( getitemcount, "ID_of_clothing_article" == 1 )        equip, "ID_of_clothing_article"endif


for each item of clothing that you wish to force. what you may want to do is make copies of the items you want equipped with a unique item id.

you can also uncheck "auto-generate stats" set the light, medium, and heavy armor skills to 0 and unarmored to 10, or something similar.... so long as unarmored is highest. i THINK. the MCP also has a fix to prevent merchants from equipping things sold to them, which you may want to use in your game or recommend to users of your mod.

you may want to check this thread out, it's a listing of tutorials. -- http://www.gamesas.com/index.php?/topic/24-comprehensive-tutorial-and-useful-link-list/
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Cameron Garrod
 
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Post » Tue Dec 29, 2009 5:11 pm

Connecting doors:
Double click the door to open its reference window, check Teleport. Select the Load Cell you want the door take the player to. Then press Select Marker.
Wait while the cell loads, then close the door's reference window, then drag the selected pink arrow to your door.

http://www.morrowind-oblivion.com/morrowind_cs5_tutorial.php
http://www.morrowind-oblivion.com/morrowind_cs6_tutorial.php

Basically, all your questions about dialog and quests cannot be simply answered without you already knowing how dialog functions. You're going to have to learn the process yourself to really understand it.
I learned a lot from Calislahn's Dialog Basics tutorial, http://www.calislahn.com/elder-scrolls/tutorials/ (the esp is optional, the text doc itself explains almost everything)

NPC clothing:
Place all the clothing that you want him to sell in a container that he has Ownership of. (the container also has to be in the same cell as he is)
Add the clothing you want him to wear into his personal inventory. The NPC shouldn't sell what he's wearing. (I've never seen one do that)
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Betsy Humpledink
 
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Post » Tue Dec 29, 2009 12:09 pm

"Teleport" cannot be checked :brokencomputer: . Why? And I have placed DoorMarker at the other door and all that.
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Markie Mark
 
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Post » Tue Dec 29, 2009 4:35 pm

"Teleport" cannot be checked :brokencomputer: . Why? And I have placed DoorMarker at the other door and all that.

I don't think I've ever seen that before.
Which door are you trying to use? Make sure it's not a unique door that already has a script on it, or is disabled/enabled for a special quest in the game. Just use a standard door.
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Mason Nevitt
 
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Post » Tue Dec 29, 2009 7:03 am

NPC clothing:
Place all the clothing that you want him to sell in a container that he has Ownership of. (the container also has to be in the same cell as he is)
Add the clothing you want him to wear into his personal inventory. The NPC shouldn't sell what he's wearing. (I've never seen one do that)


Anything the player sells the merchant will go into that merchants inventory. The merchant will select the most expensive set of clothes in his inventory to wear. The easiest way to ensure the merchant wears the desired clothing is to make unique copies of his clothes and assign an outrageous price to those clothes. A script on the merchant could then replace those clothes with their original, normal price copies if you want to prevent the player from gaining a huge haul from slaughtering your merchant.
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Heather M
 
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Post » Tue Dec 29, 2009 6:27 pm

Anything the player sells the merchant will go into that merchants inventory. The merchant will select the most expensive set of clothes in his inventory to wear. The easiest way to ensure the merchant wears the desired clothing is to make unique copies of his clothes and assign an outrageous price to those clothes. A script on the merchant could then replace those clothes with their original, normal price copies if you want to prevent the player from gaining a huge haul from slaughtering your merchant.

I thought the question was just how to make the Merchant not sell what he's wearing, and since I've never seen a naked Merchant I figured they don't sell what they wear.

Anyways, the Code Patch has a fix to prevent Merchants from changing their clothes no matter what they have in their inventory.
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Chantel Hopkin
 
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Post » Tue Dec 29, 2009 10:41 am

Anything the player sells the merchant will go into that merchants inventory.


That is a very important and easily-forgotten piece of information. :thumbsup: Normally it's not an issue since you don't expect the traders to move around, but...

Case in point: LGNPC adds a recurring "quest" to Alusaron the Smith in Vivec FQ, where he will buy certain high-value armour/weapon items from the PC. They made a neat script where he walks down the ramp to his room from the shop to get the money for you... but totally forgot that if he's carrying a shopload of armour and weapons you've previously sold him, he's impossibly encumbered so cannot move. :facepalm:
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neil slattery
 
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