Looking for somebody to help me make a full faction

Post » Thu Apr 29, 2010 6:31 pm

Hey everyone,
I've been trying for weeks to make this mod. The mod is based on hunter/marksmen related players. I'm making a hunter faction and when it comes to setting up the dialog and the advancement stuff, I have no clue what I'm doing. If anyone knows how to make the quests and dialog then your help is greatly appreciated.
Thanks, Kilic.
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xxLindsAffec
 
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Post » Thu Apr 29, 2010 4:27 pm

Hey everyone,
I've been trying for weeks to make this mod. The mod is based on hunter/marksmen related players. I'm making a hunter faction and when it comes to setting up the dialog and the advancement stuff, I have no clue what I'm doing. If anyone knows how to make the quests and dialog then your help is greatly appreciated.
Thanks, Kilic.

So you want someone else to do the "quests and dialog" - that's about all there is to a faction mod; what does that leave you doing? The only thing that makes a "full faction" mod different from any other series of quests is that a result script every so often includes a PlayerRef.SetFactionRank function to do the advancement.
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Carlos Vazquez
 
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Post » Thu Apr 29, 2010 9:55 am

You might want to start here : http://cs.elderscrolls.com/constwiki/index.php/Click_by_Click_Quest_Tutorial :)

I don't know how much you know about Quests/Dialogue already, so this might be old news : http://cs.elderscrolls.com/constwiki/index.php/Dialogue

And on overview of the Factions Tab : http://cs.elderscrolls.com/constwiki/index.php/Category:Factions

You will likely also need some Scripting experience, if you're doing a Hunting Faction-- I assume you're going to be killing things to progress?

At it's ABSOLUTE SIMPLEST (i.e, the raw basics of a Quest, with no fancy-stuff at all), you'll need to:

1. Make an NPC to give the Quest/Join the Guild
2. Make the First Quest - "Join the Guild"
3. Add the Dialogue. -- as Ghastly said you'll need "Player.SetFactionRank [FactionID] [FactionRank] here; 0 is the first level.
4. Set a Target to Kill/achieve
5. Check for accomplishment (usually with a Quest Script)
6. Report back to the Quest Giver.

If this is your first time with a Quest, I would suggest holding-off on a Guild, since it can be very easy to muddle yourself if you're not familiar with Quests and Dialogue.
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Rachel Cafferty
 
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Post » Thu Apr 29, 2010 2:35 am

So you want someone else to do the "quests and dialog" - that's about all there is to a faction mod; what does that leave you doing? The only thing that makes a "full faction" mod different from any other series of quests is that a result script every so often includes a PlayerRef.SetFactionRank function to do the advancement.


I'm not looking for someone to make the mod for me. I've already made the shop/headquarters, the two men who run it, set up all the AI for both of them, and pretty much every other essential thing to making a shop/store. All I need help with is understanding how to make and set up the dialog along with a quest to go with advancing in rank in the faction. I've already created the faction too by the way. It's what I'd assume to be a very simple quest. The group is for hunter's and each rank is associated with a certain creature in the game, rising in level. What I want is, for example, one rank is Deer Hunter. To get promoted, you need to kill a deer, and bring the venison to the man. Nothing fancy in the scripting. If wanted, you could just buy the venison and give it to him. This proceeds with the rest of the ranks. Problem that I am having only involves the quest and the dialog.
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Lady Shocka
 
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Post » Thu Apr 29, 2010 6:27 am

Well, that is even easier ;)

1. Go to the Quest Tab
2.. Make a New Quest, "MyHuntingQuest"
3. Click the "Topics" Tab
4. Right-Click the LONG strip, and select "Add Topic"
5. Right-click the topic list, and select New Topc.
6. Name it, "MyTopicProgress"
7. Double-click the new Topic you just created
8. Select it in the Long strip, and then slect the long horozontal strip, and add a name such as "Present Prize"
9. Right-click the BIG window, and click "Add Response" (or something similar-- can't recall off the top of my head, but it's obvious ;) )
10. Enter Dialogue, and click OK.
11. Go to the bottom space, and right-click, select "Add Condition".
12. Use the various drop-downs to set "GetIsID" Your NPC Identity == 1
13 Repeat step 11
14. Use the drop-downs to select "Get Item Count", Required Item >= 1
15. In the resonse Script section, type "Player.SetFactionRank [FactionID] 0
14. Make sure to tag Run on Target
15. Go back to the LONG VERTICAL Strip, and add a new Topic-- this time, the already existing "GREETING" topic.
16. Make some dialogue, and in the response Script, type : AddTopic [Your Topic Name]

That is a rough overview-- it should be enough to guide you, but if you need more help, just ask :) You make multiple dialogues for each stage, and can use a GetFactionRank (ran on Target) to make sure they play at the right time-- and don't forget a final one for "You have no Prize" :)
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Marta Wolko
 
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Post » Thu Apr 29, 2010 8:25 am

Well, that is even easier ;)

1. Go to the Quest Tab
2.. Make a New Quest, "MyHuntingQuest"
3. Click the "Topics" Tab
4. Right-Click the LONG strip, and select "Add Topic"
5. Right-click the topic list, and select New Topc.
6. Name it, "MyTopicProgress"
7. Double-click the new Topic you just created
8. Select it in the Long strip, and then slect the long horozontal strip, and add a name such as "Present Prize"
9. Right-click the BIG window, and click "Add Response" (or something similar-- can't recall off the top of my head, but it's obvious ;) )
10. Enter Dialogue, and click OK.
11. Go to the bottom space, and right-click, select "Add Condition".
12. Use the various drop-downs to set "GetIsID" Your NPC Identity == 1
13 Repeat step 11
14. Use the drop-downs to select "Get Item Count", Required Item >= 1
15. In the resonse Script section, type "Player.SetFactionRank [FactionID] 0
14. Make sure to tag Run on Target
15. Go back to the LONG VERTICAL Strip, and add a new Topic-- this time, the already existing "GREETING" topic.
16. Make some dialogue, and in the response Script, type : AddTopic [Your Topic Name]

That is a rough overview-- it should be enough to guide you, but if you need more help, just ask :) You make multiple dialogues for each stage, and can use a GetFactionRank (ran on Target) to make sure they play at the right time-- and don't forget a final one for "You have no Prize" :)



This has already proven to be a LOT of help, so I do believe a large Thanks is in order. I do need a bit of clarification on some things. In step 12 you say I place "Your NPC Identity" == 1.. under the drop down list, don't I choose "Player"? And in your small conclusion, just to be clear, I make a new topic dialogue for every rank, and each one needs to have a condition that my rank is the previous one, right? I think I understand.
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ChloƩ
 
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Post » Thu Apr 29, 2010 3:53 am

No, you need the NPC dialogue-- it is checking the SPEAKER, not the addresse :)

You only need one topic, but multiple responses (i.e., those lines in the BIG window)-- if you check something like Barrus' comments on your Class, you will see what I mean :) The Rank is correct-- checking for the previous rank, to update (except the first-- you can probably leave that blank :) )

It's pretty straight-forwards once you get the hang of it :) You're probably best copying the .esp file elsewhere on your Computer first, though, in case you break something-- like most things, it's easy to make a messy Mod until you get the hang of it :)

One thing I forgot to mention-- when you make your Quest, on the first screen, give it a Priority (I use 90, personally, but 40-60 is usually OK), and set it to run at the start of the game-- if it's not running, it won't work :)
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Nina Mccormick
 
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Post » Thu Apr 29, 2010 1:06 pm

No, you need the NPC dialogue-- it is checking the SPEAKER, not the addresse :)

You only need one topic, but multiple responses (i.e., those lines in the BIG window)-- if you check something like Barrus' comments on your Class, you will see what I mean :) The Rank is correct-- checking for the previous rank, to update (except the first-- you can probably leave that blank :) )


Okay, this should be my last question. How do I make the dialog for joining the faction initially? And at the end rank, how can I make it so that I am rewarded an item for becoming a top ranking person? Thanks again :)
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Chris Duncan
 
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Post » Thu Apr 29, 2010 2:41 pm

That Dialogue would, in the simple example, be under "GREETING", which plays when you first talk to someone-- make it "Say Once", and then when you first speak to them you will be inducted-- I've only give you a brief outline for now (so you can get the idea), but later you can add Choices :)

As a Result Script, just use "Player.AddItem [ItemID] 1" when you want the reward :)
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Latino HeaT
 
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Post » Thu Apr 29, 2010 12:23 pm

That Dialogue would, in the simple example, be under "GREETING", which plays when you first talk to someone-- make it "Say Once", and then when you first speak to them you will be inducted-- I've only give you a brief outline for now (so you can get the idea), but later you can add Choices :)

As a Result Script, just use "Player.AddItem [ItemID] 1" when you want the reward :)



Okay, I may have a question about that when I get to it. But unfortunately I have another one right now haha. When you say to place "Player.SetFactionRank [FactionID] 0 in the result script section, is the FactionID the number ID or the editor name ID?
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stevie critchley
 
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Post » Thu Apr 29, 2010 6:07 pm

Editor ID name-- the one you would have given it. I.e., for Vampires it is "VampireFaction", for Creatures "CreatureFaction", et cetera :)
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Jerry Jr. Ortiz
 
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Post » Thu Apr 29, 2010 6:57 pm

Editor ID name-- the one you would have given it. I.e., for Vampires it is "VampireFaction", for Creatures "CreatureFaction", et cetera :)


Alright. Earlier you mentioned adding choices to the greeting for joining. How do I offer a choice of joining or not?
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Crystal Clear
 
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