Editing Arcane University:Implementation Scribe Assignment

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===Dialogue===
 
===Dialogue===
 
* If you see [orange text between square brackets], these are directions for the voice actors, and you must paste them into the "script notes" field in the [https://ck.uesp.net/wiki/Topic_Info#The_Response_Form Response Form] when implementing the line. You can leave the square brackets out.
 
* If you see [orange text between square brackets], these are directions for the voice actors, and you must paste them into the "script notes" field in the [https://ck.uesp.net/wiki/Topic_Info#The_Response_Form Response Form] when implementing the line. You can leave the square brackets out.
* If you see [purple text between square brackets], these are implementation directions for you. A note like [Go to STORY] means that the dialogue continues normally to the section marked [STORY], and is merely broken up in the document for formatting reasons. [back to options] means that you must link to the same topics that were shown in the previous dialogue. In this particular quest, the writers have sometimes specified an idle animation (such as IdleTableDrinkEnter) for the NPC to perform on a given line, which you can likewise specify in the response form.
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* If you see [purple text between square brackets], these are implementation directions for you. A note like [Go to STORY] means that the dialogue continues normally to the section marked [STORY], and is merely broken up in the document for formatting reasons. [back to options] means that you must link to the same topics that were shown in the previous dialogue.
* The quest provides several lines for Ruta to mutter to herself. This sounds like it corresponds with a dialogue type called "idle" dialogue, and needs to be implemented in the [https://ck.uesp.net/wiki/Misc_Tab Misc Tab] in a topic with the subtype "Idle". Gavril's combat barks need to be in the [https://ck.uesp.net/wiki/Combat_Tab Combat Tab] in a topic with subtype "Taunt". Note that, since the NPCs are in aliases, you can now use the [https://ck.uesp.net/wiki/GetIsAliasRef GetIsAliasRef] condition on their dialogue as an alternative to GetIsID.
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* The quest provides several lines for Ruta to mutter to herself. This sounds like it corresponds with a dialogue type called "idle" dialogue, and needs to be implemented in the [https://ck.uesp.net/wiki/Misc_Tab Misc Tab] in a topic with the subtype "Idle". Gavril's combat barks need to be in the [https://ck.uesp.net/wiki/Combat_Tab Combat Tab] in a topic with subtype "Taunt". Note that, even though these NPCs are in aliases, it is still safer and preferred to use the GetIsID condition on the dialogue and not GetIsAliasRef.
 
* When the player first talks to Ruta, they won't have the opportunity to select a dialogue option, and instead, Ruta will speak a line immediately. This will therefore have to be a [https://ck.uesp.net/wiki/Dialogue_Branch#Blocking_Branches Blocking Branch]. A ForceGreet would work too but is worse for gameplay as it would force the player into a conversation for no reason, and the quest document doesn't call for this.
 
* When the player first talks to Ruta, they won't have the opportunity to select a dialogue option, and instead, Ruta will speak a line immediately. This will therefore have to be a [https://ck.uesp.net/wiki/Dialogue_Branch#Blocking_Branches Blocking Branch]. A ForceGreet would work too but is worse for gameplay as it would force the player into a conversation for no reason, and the quest document doesn't call for this.
 
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* Every dialogue option for the player will need its own [https://ck.uesp.net/wiki/Topic Topic].
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* When the NPC has several lines one after the other with no player dialogue or implementation note in-between, then these are almost always implemented as a group of Responses in the same [https://ck.uesp.net/wiki/Topic_Info Topic Info].
 
===Scripting and Conditions===
 
===Scripting and Conditions===
 
* Try to put as much of the scripting as possible through the stage fragment scripts. Try to have only SetStage() commands in dialogue fragments and do the rest in the stages. This makes the quest easier to understand for another implementer, or for yourself if you haven't worked on it for a while. Add properties to the stage fragment script as needed, but if you need to do something to NPCs or items that are contained in aliases, use the alias properties that the Creation Kit automatically added, by doing Alias_''Name''.GetReference().
 
* Try to put as much of the scripting as possible through the stage fragment scripts. Try to have only SetStage() commands in dialogue fragments and do the rest in the stages. This makes the quest easier to understand for another implementer, or for yourself if you haven't worked on it for a while. Add properties to the stage fragment script as needed, but if you need to do something to NPCs or items that are contained in aliases, use the alias properties that the Creation Kit automatically added, by doing Alias_''Name''.GetReference().

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