第6页:
展开改完名,名字变了之后,如下图打开脚本进行编辑。我取得名字是JZDismiss
打开以后发现里面有一段文字,注意:这一次和上次不一样了,删掉里面全部文字!!!
然后复制以下文字,,粘贴,注意:要把XXXXXXX改成你刚才取的脚本名字,比如我刚才取JZDismiss,那么我里面修改如图,其他的不要改
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname XXXXXXX Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
(pDialogueFollower as DialogueFollowerScript).DismissAnimal()
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Quest Property pDialogueFollower Auto
同之前做的那样保存,如果提示不是成功,注意看名字改对没有,如果名字对了,注意看有没有按我要求的做。
保存完了之后,同上要关联变量,双击打开脚本。
关联变量到底填什么,我们同样可以去狗的对话中参考,到同一个位置,打开狗的对话中那个脚本看看,看它填的什么,跟着填就没错。这里解散的例子里图里我给出了,可以不用去找了
但是好像只有这一个需要关联变量,其他的都没有要关联的变量呢……没有的如图
关联了之后就完成了,艰难地点到OK,保存esp,就成功地添加了对话
其他对话也同样操作,下面附上各个对话要用的脚本,同上,全部删掉,粘贴,改名,祝大家一番辛苦之后做出自己的宠物哦!!!!
跟随(Follow)的脚本
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 2
Scriptname XXXXXXX Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_1
Function Fragment_1(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
(GetOwningQuest() as DialogueFollowerScript).AnimalFollow()
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
等待(Wait)的脚本
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname XXXXXXX Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
(GetOwningQuest() as DialogueFollowerScript).AnimalWait()
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
交易的脚本
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname XXXXXXX Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
akspeaker.OpenInventory()
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
命令(Favor,直译是帮助)的脚本
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname XXXXXXX Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
akspeaker.SetDoingFavor()
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
命令过程中有三个子对话,看狗的对话的参照,其中两个没有有脚本,有一个有,一般取名字会写作(FavorFalse),它的脚本如下
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname XXXXXXX Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
akSpeaker.SetDoingFavor(false)
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
关于MOD的导出,做了留着多不好……分享才是好孩子。
如图,点那里可以输出bsa文件。然后和esp文件一起放在一个Data文件夹里,Data文件夹用压缩软件打个包,就可以用NMM或MO安装了,这个压缩文件也可以发出来,分享给别人。
当然,bsa其实不是很受欢迎,可以用bsa浏览器打开,导出里面的东西,放在Data文件夹里,bsa文件就不要啦,同样带上esp,打个包就好了。
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