- 1Modding
- 1.1Quests
Quests[edit | edit source]
IE Mod is a collection of optional mods that aim to bring you closer the old Infinity Engine games feel through UI and game mechanics modifications. Enhanced User Interface. Uploaded: 20 May 2018. Last Update: 12 Jul 2019. IE Mod is a collection of optional mods that aim to bring you closer the old Infinity Engine games feel through UI and game mechanics modifications. 以下のサイトから「Pillars of Eternity日本語化Mod3.5.rar」をダウンロードし解凍、さらに「PEM-Launcher2016.07.12.zip」を解凍します。 「ディスオナード日本語化計画」.
Building own quests the easy way: Use the flowchart program form Obsidian, which is not public. The hard way: write your xml by hand.
The Structure of Quests is externalised as xml files. To build valid xml files use the 2 xsd files quest.xsd and conversation.xsd and an xsd validator like this one https://github.com/amouat/xsd-validator
Quests are 2 parted. The Conversation with the Questgiver or an attached Gameobject (Item, NPC, …) and the Quest.The Conversation is saved in .conversation files in […]/game/PillarsOfEternity_Data/data/conversations. To each Conversation is a Stringtable file needed, which contains the texts for the NPC and your reactions. These are saved in […]/game/PillarsOfEternity_Data/data/localised/[language]/text/conversations. These Files are combined by the filename and the <NodeID> tag. Every state of the conversation displays the corresponding text from the stringtable file.
The other part are the Questfile itself. They are saved in .quest files in […]/game/PillarsOfEternity_Data/data/quests. The Text for the questlog is also saved in a stringtable file in […]/game/PillarsOfEternity_Data/data/localised/[language]/text/quests. They are combined by the same filename and also the <NodeID> tag, but its more complex. The questlog distincts between:
Text for | Node ID in .stringtable |
---|---|
Quest Title | 0 |
Quest Description | 10000 |
Objective Title | NodeID from .quest file |
Objective Description | NodeID from .quest file + 10000 |
Addendum | AddendumnID from node from .quest file + 20000 |
End State Text | EndStateID + 30000 |
That's the core. Now some basic questions.
How does the game start a quest?[edit | edit source]
With the script function StartQuest(String) in the OnEnterScripts Tag of a TalkNode.
Example:
How to set the Questgiver?[edit | edit source]
Therefor you need the Name of the ingame NPC. Option a: Open game console and enter FindCharacter <name> Obtion b: Use IE Mod, open game console, open object browser with tt, navigate to top and find the name NPC_xxxxx
You need the name for this block in the conversation file. The Guid could be any valid Guid (0-9a-f, grouped 8-4-4-4-12) but it must be the same in all <SpeakerGuid> tags in the conversation file or PoE can not find the character which should say the Content of the Talknode.
How to advance the Quest?[edit | edit source]
Call one of TriggerQuestAddendum, TriggerQuestEndState (to go to the next state), TriggerTalkEvent and maybe others. [Documentation needed]
Example:
How to remember certain things?[edit | edit source]
Call SetGlobalValue(String, Int32) with parameter 'variable name' and 'value'.
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What can I do besides display text?[edit | edit source]
You can call all methods in the Scripts class, and check all states with all methods in the Conditionals class. [Documentation needed]
How to let a party member interact with the conversation?[edit | edit source]
With a CharacterMapping entry for the companion he could be referenced in a talk node as speaker. For the companion names and guid see the documentation in the conversation.xsd file.
TODO is it possible to use Hirelings as Speaker?
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