These are set automatically when you choose a Class and Level. Since Kevaar is unique and afaik doesn’t have nine lives, we won’t check this box. This effects whether the NPC can respawn after being killed. Then you check the Corpses Persist box, so that there isn't a split second of the death animation playing whenever the player comes across the NPC, and new items aren't generated in their inventory if the player comes back to them at a later date. To make the NPC appear and act like a corpse (including being able to be looted), you first set their base Health to 0 in their statistics menu. Doing this makes use of the NPC's Health statistic and the Corpses Persist option.
#SKYRIM NPC EDITOR TUTORIAL PRO#
Pro Tip: Sometimes you will want to write a quest where the NPC shows up dead when the player first encounters them. As I don’t foresee this occurring in my quest, I will leave this checkbox alone. This is useful for quests where you need to loot a unique item from the body, as it keeps the body from disappearing if the player inadvertently leaves the area before obtaining the quest item. If killed, this governs if the NPC’s body sticks around. Unlike later games, in TES3, all being essential does is tell the player they broke the main quest if they kill this NPC. As I want Kevaar to be friendly to thief characters and don’t mind him giving thiefly advice, I will make him a Wet Ear in the Thieves Guild. This classification typically effects an NPC’s disposition to the player, some generic dialogue, and some universal questlines. Unlike the player, NPCs can only belong to one faction at a time.
Since players will be meeting Kevaar in a low level area and he is not intended to be a fighter, I will set his level to 5. This governs how strong the character is. Classes also include service packages such as Training and merchant services, so I will want to test my choice out ingame to make sure I am not inadvertently letting people barter for Kevaar's inventory! In my simple quest, I imagine Kevaar to be a simple peasant, and so give him the class of Commoner. The NPC’s class governs what skills they’re good at, what spells they have access to, and in some cases, generic dialogue available to them. Kevaar is a male, so I will leave this unchecked. This checkbox makes the NPC into a female.
I want Kevaar to be a Dunmer, and so select Dark Elf. Scriptįor now, I will ignore this, but it comes in handy later when telling the game engine to track the status of certain NPCs or giving them special abilities.
I notice that my quest design has failed to give Kevaar a last name, so I will come up with one now. With a few notable exceptions, all characters in TES3 have both a first name and last name, and no title. The next part is the character’s name as it appear to players. In this case, I would call Kevaar "TR_m0_Q_Kevaar". You can make this anything you want, but while writing for TR, you should follow our naming convention, which goes: TR_m#_Q_FirstName_LastName, where # is the map number the NPC can be found in, and FirstName_LastName is the name of the NPC with underscores instead of spaces. This is a unique identifier for the NPC and is read by the game engine only it never appears ingame. I first navigate to the NPC tab in the Object Window.įrom there, right click anywhere within the list, and click “New.” A window will open with lots of values to fill in, which I will explain briefly.įirst, the ID that I call my NPC for use in scripting. (When working with claims, sometimes the NPCs and quest items already exist, and sometimes they don’t, so you will need to check!) Creating Kevaar When I go into the Construction Set, I see that while Fargoth already exists, neither Kevaar or a unique quest ring do. I see that I need three unique objects for this quest: a Kevaar NPC, a Fargoth NPC, and a ring. The player finds out that the ring belongs to Fargoth, and gives it to them.ģ) The player returns to Kevaar for their reward for returning the ring. The player offers to find the ring’s original owner.Ģ) The player speaks to characters around town about the ring. For instance, in Kevaar Finds a Shiny, my quest is planned to go like this:ġ) The player speaks with Kevaar, who talks to them about a ring he found. (An object is any item or character the player may interact with through the course of the quest.) The easiest way to do this is to go back to my original outline. After creating my quest journal, the next thing I want to do is make sure I have all the objects I need for the quest.