Aliases used in dialogue: what are they?

Post » Sun Jun 17, 2012 11:54 pm

So like many others, I am learning my way around the CK. What I am wondering now is how to specify an alias to be used in dialogue, such as %PlayerName%, so that the player's name is thus used in dialogue. Does anyone know what that is, and where I can find other aliases?
User avatar
Tarka
 
Posts: 3430
Joined: Sun Jun 10, 2007 9:22 pm

Post » Mon Jun 18, 2012 7:48 am

http://www.creationkit.com/Bethesda_Tutorial_Quest_Aliases

The best way to think of aliases is as roles, defined for the specific purposes of their given quest. Characters and objects take on these roles for the duration of the quest, and then can shed them when the quest is done. This leads to much cleaner design implementation as well as memory savings.

This has a number of benefits:
  • Our scripts can be specific to this individual quest, which makes them simpler and thus easier to debug.
  • We can make quest-specific packages that will only govern the actor's behavior during the quest. (Note: the alias package stack sits on top of the actor's normal package stack, so alias packages will have priority.)
  • We can apply spells (including passive abilities) and factions for the duration of the quest, which can have dramatic impact on how an actor behaves, especially in combat.
  • If the quest changes and we decided to use a different character in the world, we only need to change the target of this alias and everything just works. It's kind of delightful.
User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Mon Jun 18, 2012 3:27 am

That is good info. Thank you for pointing it out. I was looking for something a bit more specific though, so perhaps I should rephrase my question. I would like to reference the player's name (whatever it may be) in dialogue. Does anyone know of how I can specify this in the CK?
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Sun Jun 17, 2012 10:54 pm

Not sure whether or not this is possible. If you need to show dynamic data though, you could use Debug.Notification, or use Aliases in books.
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Mon Jun 18, 2012 2:54 am

So in the CK wiki I found a reference to "" http://www.creationkit.com/Text_Replacement#Tags. I am going to test to see if it does what I hope it will in dialogue. I'll post my results when done.
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am


Return to V - Skyrim

cron