Package, Quest, and Dialogue differences from Fallout?

Post » Tue Jun 19, 2012 7:03 am

Hey,

So now that I'm done grinding through all the madness of creating my worldspace, I'm ready to actually add everything to it. The towns, people, animals, dungeons, etc.

I was wondering if one of you experienced folk from Fallout could perhaps layout the basic differences in how AI Packages, Quests, and Dialogue work now? I know the Fallout system like the back of my hand, and I'll dive in today with the tutorials and all that. I just figured if someone could explain the fundamental differences that it could help me get along a little faster.

Thanks,
Alexander J. Velicky
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Alberto Aguilera
 
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Post » Tue Jun 19, 2012 12:19 pm

Nobody can outline it for me? Very well. I'm off to slowly and painfully discover it on my own. For science! :P
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Jynx Anthropic
 
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Post » Tue Jun 19, 2012 2:49 pm

I have a fully working city with 30 buildings on my mod however its really really affected by the NavMesh bug, The entire city feels dead and I cannot even get basic patrols to work with it. on topic I am not sure what the differences are but I just wanted to let ya know that a custom city is going to be very bogged down until patch 1.5 :(
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Allison Sizemore
 
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Post » Tue Jun 19, 2012 3:50 pm

I have a fully working city with 30 buildings on my mod however its really really affected by the NavMesh bug, The entire city feels dead and I cannot even get basic patrols to work with it. on topic I am not sure what the differences are but I just wanted to let ya know that a custom city is going to be very bogged down until patch 1.5 :(
Navmesh bug wont affect me. My mod is so large that it must be converted to an esm to play so the bug wont appear.
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John N
 
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Post » Tue Jun 19, 2012 12:24 pm

  • Scenes (in Quests) are new - They're brilliant
  • Dialogue still has the old way of doing it, but persist with Dialogue Views Tab instead ... It's much more flexible once you get the hang of it
  • Quests - Are used by Beth for things that are nothing like a player quest (see "Caravans")
  • Scripting is all new ... you're going to be starting over in most areas - If you can code in java/Ruby you should be at home, though
  • There's a bit in the wiki about coping with the old-to-new transition
For the first week or so it will all feel very alien. Once you're past that, it's pretty good. Though I think the best way to describe the CK and it's component parts is "quirky" :wink:
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Wayne Cole
 
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Post » Tue Jun 19, 2012 10:34 pm

Navmesh bug wont affect me. My mod is so large that it must be converted to an esm to play so the bug wont appear.

How do you get it to work as an ESM maybe I need to make my mod that since it is quite large also and I am very affected by the bug. I am modifying outside terrain though not creating a new cell. Would I have to move my city to a new custom cell to convert it?

I found this "http://www.theengineeringguild.co.uk/index.php?option=com_content&view=article&id=371:skyrim-level-design-with-workarounds&catid=20&Itemid=115"
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Beth Belcher
 
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