Can the Aliases used by quests be changed at runtime?

Post » Tue Jun 19, 2012 5:23 pm

Hey there. Got another question I can't quite get the answer to by digging the wiki.

Is it possible to change the objects/actors questaliases point to during runtime using a script?

The reason why I'm asking: I'm thinking about how to create more dynamic quests that allow for decision about who gives the quest and who/what is the target during runtime.
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Amanda Leis
 
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Post » Wed Jun 20, 2012 7:48 am

Yep, see http://www.creationkit.com/ForceRefTo_-_ReferenceAlias() and friends.
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Alberto Aguilera
 
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Post » Wed Jun 20, 2012 2:35 am

Very cool. Thanks. How in hell could that one escape me.
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Mike Plumley
 
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Post » Tue Jun 19, 2012 9:35 pm

I actually read a bit more into it and now have another question: Is it possible to link dialog topics to an alias rather than a specific actor (as seen in the quest tutorial). To get this into a context:

What I want to do is add a script to my quests providing global functions to force the "QuestGiver" alias to the actor I want to be the QuestGiver during the 00 stage and change the stage to 01 which enables topics belonging to that quest on the actor I just forced the alias to and only on that actor.

As far as I understand the dialog system: Anytime you enter dialog with an NPC the system checks ALL existing topics' condition to see if that topic is available for that NPC. If that's the case I'd need a condition to check if an actor currently is the alias of my quest right?
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naome duncan
 
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Post » Wed Jun 20, 2012 2:52 am

there is a condition called GetIsAliasRef

one thing to consider though, the filled alias needs to have the voice capable of speaking the dialog, or else it wont say anything
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Yvonne Gruening
 
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Post » Wed Jun 20, 2012 5:24 am

Hmm actually I'm not planning on making a full featured mod from this so voice is not that much of a problem. I'm rather planning a proof of concept sort of thing for an idea I had long time before skyrim. The creation kit is the first occasion I actually will be starting to implement my idea as I don't need to worry much about modelling and stuff and actually achieving what I want seems to be pretty easy thanks to the dialog/quest system and papyrus.

What I am planning is to create a system for more complex/realistic social interaction among NPCs aswell as player and NPCs coupled with a more dynamic quest system allowing any NPC that uses the system to send the player on various quests depending on the relationship between said NPC and the player, the NPC and the potential Questtarget and the player's skills.

That dynamic quest system is what my questions here are aimed at. In order to implement it a set of template quests is needed providing dialog, stages and so forth. The exact stages/dialog lines as well as involved NPCs though are decided upon on runtime.
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lucile
 
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