This seriously has to be one of the best Creation Kit tutorials I've ever come across...first I thought this would be too fast, but nope, you've actually explained _everything_ one needs to know surrounding this topic. Great job, hope to see more of that, and most importantly: thank you for your work.
Thanks for this tutorial, it has been very useful to expand my knowledge about the packages and AI system of the Creation Kit. I think these tutorials have been clearer than most of the official Bethesda tutorials because you explained everything in detail, including the mechanics behind them.
Thank you for your videos they are the only AI tutorials that actually help I was wondering if you could make back up to some of the simple ai commands like making the bard sing and npc conversations plz keep it up you are great
@nephilim2219 Something like this can be handled by using a script that sets the stage to X when the player has picked up the item (see 5th tutorial). Then, you'll want to add a dialogue branch to your quest giver that will only be available when the player has reached stage X of your quest (using the dialogue conditions). When the dialogue branch is over, use the "end" papyrus script to give the item to to the quest giver, much like how we gave the cheese to the player in this tutorial.
@1megamaxxor For something like this, you'll want to make a quest with aliases for all of the actors in your scene. Then, you can create a scene with the actors talking to one another and whatever else you need. You'll want to set the scene's "Begin on Quest Start" and "Stop Quest on End" flags (at the top of the scene editor). Then, have your quest start when the player enters the location using the Change Location SM event node (see my first for how to do this).
@doughamil This scene takes place in a exterior world-space that I created myself, when you first enter the area you have to do a bit of dialog with a character then go over to the NPCs, for now I'm just having a 15 second delay on when the dialog starts after you get to the correct quest stage.
@doughamil I don't think that's the case...the guy who was asking about it said he was trying to do a scene in the secondary Dark Brotherhood sanctuary with Naziir...he added Nazir as an actor, but when his scene started, Nazir never starts his move action and just sandboxes around...he said he knew the scene was running because his custom NPC DID walk to his scene starting position, and waited for Nazir...and waited...and waited...he never said he created another instance of Nazir.
17:00 I and others in the creationkit forums have been having trouble getting the "Getstage" condition to work. Often it simply fails, in particular if it's being used to try to choose an AI package. And speaking of AI packages, Unique Actors often seem to ignore quest-assigned packages like those in a scene, and carry on sandboxing or whatever their default package is telling them to do. Is there something we're doing wrong?
Create a voice for the character. Search for voice in the filter and select All. Copy one and change the name. Now with your character, you change their voice to the one you made. They will not speak at all unless you do dialogue through a quest.
@RedwoodTheElf I haven't encountered issues with the GetStage condition, so I'm not sure what could be wrong. Also, I haven't encountered the oddness with the unique actors. I know I have used unique actors in a scene before with any issue. Do you have multiple copies of the actor placed in the world? I imagine that might cause some problems.
How about making a tutorial to make a Radiant quest (one that selects a random dungeon to occur in) - there are tutorials to set up a dungeon for use by this, but I haven't found one that shows how to make a quest USE that system to pick a dungeon...You could do "Balen Grey's Lost Pants" or something...
I'm having a problem with the A.I speaking with there default voice. as i walk up to the npc he'll say hello (as will many other npc's) in it's original voice. it's an orc. but as i talk to him. and the stage progresses, i ask him "what's wrong you seem a bit out of it" his line will show up. his mouth will move. but i cannot hear what he's saying? why?
Hey, your tutorial has helped me a lot. One thigh that I was hoping you could point me in the right direction about. I have a large quest and I want the quest giver npc to "join" the player on the quest. But I don't what him to be a follower i.e. replace the player's follower. Basically, I want something like an escort quest, sort of.
J.R. Boydston Heya, it's been a little while, but I had the same sort of thing going on in my mod. This tutorial was immensely helpful, we just have to look around a bit to custom fit to our needs. When he's going over how to make custom AI's at around 25 minutes in, the Package Template dropdown has a selection called FollowPlayer. There's your escort AI. If I remember right, there's also one for the player to follow the NPC, as well. Hope that helps! I'm revisiting this tutorial to see if I can add a little something else to my mod. :D
In the creation kit I've seen an xmarker by the camp in riverwood and the camp stuff is linked to the xmarker. The xmarker is disabled while the other stuff isn't. This works because Bethesda made it. I put my xmarker down and then linked all my items to it and disabled the xmarker but, the items were still there in the game. I thought that they would not be there. Can you help me with this? I think the xmarker is supposed to enable through a quest and enable the rest of the stuff.
@doughamil Hey is there any way to make a quest that triggers the possibility to become a follower for the npc? There are lots of npcs in the game that do that but I still haven't figured it out .-.
Another great tutorial. Being a programmer, though, I can't help but be annoyed that you allow special chars for variables. Oh well! Also, couldn't you make the TQMTransmogify turn Theon "normal", so that Balon could cast the actual spell instead of "faking" the spell by scripting it elsewhere? (and perhaps a radiant quest where Balon has turned random people into skeevers, and the player has to use the spell to make 'em normal again) Also, why do you teleport Theon instead of placing him there?
Hi i got all the way to "38.The following is the end script fragment for the TQMQuest03Decline dialogue topic:" im typing everything out perfect and it fails everytime. one thing i did is i skipped the whole turning into a skeever part my mod i am trying to make will require you to have to drag a dead body over to the quest giver. but like i said im having problems here it just says this no output generated for wob01triggerscript3, compilation failed" any clues????! plz help -thanks for video =D
I'm trying to make a scene so that the NPC's will start talking to eachother (after they have gathered in the first phase) when I enter the scene area. Hurry and please respond this is for a school project.
Actually it would be funny if he would still follow the cheese after being turned back human(He did ask if you had more after all)...you would do that by making the stage >= 10 instead of = 10 right?
So I have a slight Dilemma in my current mod I seem to be completely retarded when it comes to scripting. I have a task to obtain a misc item, a skull. I need to retrieve it and return it to quest giver. I tried a couple things from tutorials and just don't understand. I need someone to give me pointers on how to continue on with this. I haven't had any other problems just this one it seems.
Still useful 12 years later!
Yeah I’m currently learning scripting to make a saw mill give sawn logs when used it functions but feels slow and sloppy
This seriously has to be one of the best Creation Kit tutorials I've ever come across...first I thought this would be too fast, but nope, you've actually explained _everything_ one needs to know surrounding this topic. Great job, hope to see more of that, and most importantly: thank you for your work.
Thanks for this tutorial, it has been very useful to expand my knowledge about the packages and AI system of the Creation Kit. I think these tutorials have been clearer than most of the official Bethesda tutorials because you explained everything in detail, including the mechanics behind them.
I love your tutorials. Please continue these. They help me more than you know.
You make really awesome tutorials. Thank you. :)
Thank you for your videos they are the only AI tutorials that actually help I was wondering if you could make back up to some of the simple ai commands like making the bard sing and npc conversations plz keep it up you are great
I really like the quests you make
very creative
very nice way of showing it
@nephilim2219 Something like this can be handled by using a script that sets the stage to X when the player has picked up the item (see 5th tutorial). Then, you'll want to add a dialogue branch to your quest giver that will only be available when the player has reached stage X of your quest (using the dialogue conditions). When the dialogue branch is over, use the "end" papyrus script to give the item to to the quest giver, much like how we gave the cheese to the player in this tutorial.
You have excellent tutorials. They're really saving me a lot of time!
Super clear tutorial. Beautiful. Thank you for taking the time.
@1megamaxxor For something like this, you'll want to make a quest with aliases for all of the actors in your scene. Then, you can create a scene with the actors talking to one another and whatever else you need. You'll want to set the scene's "Begin on Quest Start" and "Stop Quest on End" flags (at the top of the scene editor). Then, have your quest start when the player enters the location using the Change Location SM event node (see my first for how to do this).
Awesome tutorial. Looking forward to seeing more of this! Keep it up!
@doughamil This scene takes place in a exterior world-space that I created myself, when you first enter the area you have to do a bit of dialog with a character then go over to the NPCs, for now I'm just having a 15 second delay on when the dialog starts after you get to the correct quest stage.
Yes! I've finally found someone who isn't just filming themselves carrying out a Wiki tutorial!
@doughamil
I don't think that's the case...the guy who was asking about it said he was trying to do a scene in the secondary Dark Brotherhood sanctuary with Naziir...he added Nazir as an actor, but when his scene started, Nazir never starts his move action and just sandboxes around...he said he knew the scene was running because his custom NPC DID walk to his scene starting position, and waited for Nazir...and waited...and waited...he never said he created another instance of Nazir.
Great! Nice that you uploaded the scripts too! ^^
This is invaluable. Holy cow!
17:00 I and others in the creationkit forums have been having trouble getting the "Getstage" condition to work. Often it simply fails, in particular if it's being used to try to choose an AI package.
And speaking of AI packages, Unique Actors often seem to ignore quest-assigned packages like those in a scene, and carry on sandboxing or whatever their default package is telling them to do. Is there something we're doing wrong?
Create a voice for the character. Search for voice in the filter and select All. Copy one and change the name. Now with your character, you change their voice to the one you made. They will not speak at all unless you do dialogue through a quest.
Thanks for the tutorial! Very clear and concise!
@RedwoodTheElf I haven't encountered issues with the GetStage condition, so I'm not sure what could be wrong. Also, I haven't encountered the oddness with the unique actors. I know I have used unique actors in a scene before with any issue. Do you have multiple copies of the actor placed in the world? I imagine that might cause some problems.
How about making a tutorial to make a Radiant quest (one that selects a random dungeon to occur in) - there are tutorials to set up a dungeon for use by this, but I haven't found one that shows how to make a quest USE that system to pick a dungeon...You could do "Balen Grey's Lost Pants" or something...
I'm having a problem with the A.I speaking with there default voice. as i walk up to the npc he'll say hello (as will many other npc's) in it's original voice. it's an orc. but as i talk to him. and the stage progresses, i ask him "what's wrong you seem a bit out of it" his line will show up. his mouth will move. but i cannot hear what he's saying? why?
u sir are a legend finally!
Hey, your tutorial has helped me a lot. One thigh that I was hoping you could point me in the right direction about. I have a large quest and I want the quest giver npc to "join" the player on the quest. But I don't what him to be a follower i.e. replace the player's follower. Basically, I want something like an escort quest, sort of.
J.R. Boydston Heya, it's been a little while, but I had the same sort of thing going on in my mod. This tutorial was immensely helpful, we just have to look around a bit to custom fit to our needs. When he's going over how to make custom AI's at around 25 minutes in, the Package Template dropdown has a selection called FollowPlayer. There's your escort AI. If I remember right, there's also one for the player to follow the NPC, as well. Hope that helps! I'm revisiting this tutorial to see if I can add a little something else to my mod. :D
When I go to create a new script it says "Extends 'Quest' does not exist" any ideas?
In the creation kit I've seen an xmarker by the camp in riverwood and the camp stuff is linked to the xmarker. The xmarker is disabled while the other stuff isn't. This works because Bethesda made it. I put my xmarker down and then linked all my items to it and disabled the xmarker but, the items were still there in the game. I thought that they would not be there. Can you help me with this? I think the xmarker is supposed to enable through a quest and enable the rest of the stuff.
@doughamil Hey is there any way to make a quest that triggers the possibility to become a follower for the npc? There are lots of npcs in the game that do that but I still haven't figured it out .-.
Another great tutorial. Being a programmer, though, I can't help but be annoyed that you allow special chars for variables. Oh well!
Also, couldn't you make the TQMTransmogify turn Theon "normal", so that Balon could cast the actual spell instead of "faking" the spell by scripting it elsewhere? (and perhaps a radiant quest where Balon has turned random people into skeevers, and the player has to use the spell to make 'em normal again)
Also, why do you teleport Theon instead of placing him there?
Hi i got all the way to "38.The following is the end script fragment for the TQMQuest03Decline dialogue topic:" im typing everything out perfect and it fails everytime. one thing i did is i skipped the whole turning into a skeever part my mod i am trying to make will require you to have to drag a dead body over to the quest giver. but like i said im having problems here it just says this no output generated for wob01triggerscript3, compilation failed" any clues????! plz help -thanks for video =D
I'm trying to make a scene so that the NPC's will start talking to eachother (after they have gathered in the first phase) when I enter the scene area. Hurry and please respond this is for a school project.
Any luck finding out how to make a bard sing? I want to add a bard to a custom house I'm working on and having no luck.
Actually it would be funny if he would still follow the cheese after being turned back human(He did ask if you had more after all)...you would do that by making the stage >= 10 instead of = 10 right?
So I have a slight Dilemma in my current mod I seem to be completely retarded when it comes to scripting. I have a task to obtain a misc item, a skull. I need to retrieve it and return it to quest giver. I tried a couple things from tutorials and just don't understand. I need someone to give me pointers on how to continue on with this. I haven't had any other problems just this one it seems.
i like the skeever voice hahaha
Thats more original than the main quest of skyrim.
lol this is a good quest. Would release it :P
nice thanks for the tutorial!!! XD
I could talk to my character before this, then when I added the alias and everything to the Quest it made it so I can't. GF.
Bards can only sing in inns.
1st!