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Bethesda Mod School: Quest Making 106/Dialogue 105: Using Dialogue in Quests 

kinggath
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In this first merged lesson, the Quest Making and Dialogue classes come together to show you how to make use of dialogue to start and update quests.
Required Knowledge:
::: Dialogue 104: • Bethesda Mod School: D...
- Understanding how to configure dialogue scenes and player dialogue.
::: Quest Making 102: • Bethesda Mod School: Q...
- Understanding how to set up quest stages and objectives for a basic fetch quest.
Join the cause on Patreon: / kinggath
Follow on social media for more news and extras:
Twitter: / simsettlements
Facebook: / simsettlements
Special Thanks
Galdavant and Kaigalinksi ( / @kaigalinski ) for doing an amazing job editing all this video content!
RuinedWorld for the kinggath animated logo and JebRWocky for giving it sound effects!

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Опубликовано:

 

20 апр 2020

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Комментарии : 9   
@chemicalbacon5210
@chemicalbacon5210 4 года назад
Timestamps 0:00 Preamble 2:57 Setting up dialogue (writing/recording responses) 8:45 Setting up scenes 11:58 Making the quest appear on the pip boy quest log 14:15 Quest stages triggered by dialogue 19:27 Stopping NPCs from repeating dialogue after the quest has completed 21:20 Checking the player wasn't an idiot and sold a quest item 23:21 Setting quest aliases 25:13 How to not accidentally edit precombines & placing your quest container 30:36 Finishing your quest stages & aliases 41:00 Troubleshooting dialogue 47:12 Playtesting
@demandred1957
@demandred1957 4 года назад
Glad you are still doing these classes. It's really cool that you are teaching us for free. Thank you!
@bubbles6989
@bubbles6989 4 года назад
Lovin these tutorials. Great information. Thank you
@shoothemoon5593
@shoothemoon5593 4 года назад
I can't thank you enough for these tutorials. Incredibly helpful.
@Grazysworld
@Grazysworld 4 года назад
Back to school I guess, Really happy that I'm not a dev... you guys keep programming, I stick to test them when finished... witch I like to report to those who start conquer don't let them fully build all settlements you game will certainly crash every time you jump to a big settlement. your pc can't handle that much information. remember FO4 has a huge map that's has a lot of building go on at one time it's far to much info for any pc to handle. Also when using the mega pack make certain other SS packs are not in that pack that can make unnecessary bugs in the program. If you really want to pre build everything do not use the fast travel option keep walking, it could crash but then there are other issue's with it like I had... And one tip keep your mod list clean not every mod will work together with SS Mod.
@kyleknepper7897
@kyleknepper7897 4 года назад
Thanks so much for continuing these kinds of courses. I just started modding a little bit ago, but when I saw you had released a new video this recently I was amazed, because anything else i can find out there is 4-5 years old, so finding an active person to ask questions to is super cool. Do you have a discord you run or are a part of that would be good for asking questions and getting a quick response? For example, right now my light boxes are tweaking and i have no idea why, and there doesn't seem to be anyone having the same issue I am.
@kinggath
@kinggath 4 года назад
We do- you have to jump through a few hoops to get in as we want to make sure it stays a haven for mod authoring and not a sim settlements support server. Head to the simsettlements.com forums and find the post about the Builder's Toolkit discord.
@unknown-dc1xi
@unknown-dc1xi 8 месяцев назад
good stuff
@choochoo1597
@choochoo1597 4 года назад
Can i put in a request for Beth mod school, a sim settlements specific one? Could you do a video on making plots that use DLC/CC stuff without making it a hard requirement for mod? Like you did with the year one mega pack and the donut plot.
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