Note: You obviously have to have at least one DLC for this to work. Though I doubt you'd be trying to edit the DLC scripts if you didn't have the DLC.
Have you tried to edit DLC scripts, but been unable to because the scripts "don't exist"? Thankfully, it's a nice and simple fix.
Note: You obviously have to have at least one DLC for this to work. Though I doubt you'd be trying to edit the DLC scripts if you didn't have the DLC.
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I was recently making a quest where the player interacted with a talking troll. Thankfully, talking trolls, chickens, dragons (obviously), and anything else is possible - it just takes a little bit of extra work. If you don't follow these steps, your creature will only be able to say Misc Tab dialogue lines - like 'Hello' or 'Goodbye'. These allow your creature to participate in scenes and player dialogue.
Note: The creature will also have no lipsync unless the creature has the appropriate data, which I don't know how to add and I hear is a lot of tedious work. I'd recommend you just settle with no lipsync. This tutorial covers a few ways to achieve certain functions in the CK. I've focused on issues that are relatively common, or ones that are usually left unanswered, especially ones that I struggled with myself. You can view this as a list of smaller tutorials on fairly small subjects. I'll expand this post as I find more problems on the Skyrim Nexus Forums (modding only). I recently came across a feature in the Creation Kit called "Find Text". It allowed you to search all of the objects, quest stages, dialogue, objectives and more in the Creation Kit to search for certain phrases or pieces of text. It's incredibly useful to me, as I'm often searching for a phrase - be it to implement voice, or bugfix the sentence I saw in the game - that I don't know the location of. It's quite easy to use - I detail its features in the following article.
If you've worked with quest dialogue even a small amount, using the feature brought about in Skyrim called "Dialogue Views", you have probably experienced the huge mess that is linking your dialogue topics. When you attempt to link them together, the links will often go in incredibly weird directions - like AROUND your branch 3 times - before looping back to a topic literally right next to the topic you're linking from. And it makes you want to punch your computer. However, I've found out how to fix it.
This tutorial will teach you how to make a scene in which a marker will speak as another NPC, when NOT in direct dialogue with the player (see Talking Activators for things like the DB door). An example of this is when you pick up Meridia's Beacon in game, and Meridia speaks to you. The actual actor of Meridia is nowhere near you - in fact, she's disabled. An xMarker is actually speaking with her voice. This will allow you to have the NPC speak ANYWHERE you want, without having to move the NPC around in case they need to be elsewhere.
You should understand basic quest/scene design. In order for radiant quests to be able to appropriately select locations, dungeons must first be set up correctly. This involves marking various references in your dungeon, creating a location, and adding keywords/parent locations to the location. It is pretty simple, but very essential to making a dungeon that works with radiant quests.
Locations should also be set up for interiors, with parent locations and keywords. There are also a few RefTypes for use in interiors (such as shops), but less so. Still should be set up for interiors. That said, this focuses on dungeons and does not talk about the appropriate RefTypes for interiors. They'll have to be looked at individually - see under WorldData>LocationRefTypes. Today, we'll be looking at two tools that can be used for branching dialogue and story creation (Twine and inklewriter). Writing out branching dialogue, which is used in Skyrim, can be quite difficult when using conventional tools like Word or Google Docs. At best, you have a nice, neat system with numbering. But even then, there can be significant issues. Numbering gets screwed up, the text is shoved into the corner as the numbered list grows longer, you have difficulty navigating. Both Twine and inklewriter are great tools for branching creation, and are a LOT easier than traditional text editors.
This tutorial will go over how you can make a triggerbox turn into an activator like a lever. It will be invisible, and allows you to, say - place an invisible trigger over the well static in Whiterun square. Then, you could make the well "activatable" without making the well itself an activator.
This tutorial is quite simple, and will cover how you can fill properties. Properties are variables that can be filled with values externally - so, you could make a property reference Nazeem. Variables can't do this without some function or property that contains the value already. Properties are useless, however, without being filled. Without being filled, they don't mean anything. So, this tutorial will tell you how to make them mean something.
This tutorial assumes you've already got a script with properties set up. This tutorial goes over fixing the "gray face" issue caused in new NPCs. It is a quick and simple process to fix.
Today, I'll be comparing text editors for use with Skyrim's scripting language, Papyrus. I'll be listing two of them, as well as their pros and cons and my personal opinion on each. There are also a few Honorable Mentions included on the list. Hopefully, this article should help you decide which text editor you want to use. The two text editors we'll be comparing are Sublime Text 2 and Notepad++. Both are free.
This tutorial will guide you through creating a custom follower, on a separate framework than the vanilla one. This will stop your follower from being automatically managed by a mod like EFF, or AFT. You can also add more features to your follower easily, as well as the framework being more flexible.
This tutorial assumes a basic knowledge of the Creation Kit, and how to set up scripts. No need to write them, but you should be able to edit a few names and such to fit your follower. This could be used for a framework but the tutorial is set up for a single follower. This is a redesigned tutorial based off of Mofakin's original one, by Jac. Morte is Jac's custom follower, a proof of concept and fully voiced follower. This tutorial explains how to add a dialog scene between two NPCs. Dialog scenes are where two NPCs talk to each other without input from the player, like when Ysolda and Carlotta talk about Carlotta’s produce. Note that dialog scenes only run whenever the initiating NPC is walking, but not while actively following the player. If you want your follower(s) to initiate scene dialog, you will need to insure that their follower package has the dialog scene checkbox enabled. Written entirely by Jac.
In this tutorial, we'll go over how you can make a destructible object. This could be a door you can break down, a pillar, or any object at all. In-game examples of this are the barricades from the Civil War that you have to break and spider cobwebs you can destroy. They can help add interesting mechanics to your dungeons, and they're not all that hard to make when you get the hang of it.
Thanks to wellpapp on the destruction part. Without him I wouldn't have known to tick disable object and I might have smashed my keyboard out of frustration. |