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Morrowind Construction Set Help Files
Morrowind Construction Set Help Files 7/28/10 6:48pm - Edited By: Toccatta7/28/10 6:55pm (5 edits total)
It has been brought to my attention that the help files for the construction set cannot be opened in Vista. So to make those files available, I'll be posting some of the more important pages in this thread. Note that these files are the same as those in the construction set to the best of the forum's ability to reproduce them, and all copyright privileges belong to Bethesda. It may take some time to get them all posted, as they require some editing to convert them to use the forum's markup codes.
The Render Window
The Render window is the area where the world can be viewed and manipulated. Objects can be moved, copied, deleted, edited. Much of the editing process involves dragging and dropping objects from the Object Window into the Render Window.
Moving your view (camera)
The camera can be moved in several ways:
* To pan the camera, hold the SPACEBAR while moving the mouse, or hold down the mouse-wheel.
* To Zoom the camera, hold down V while moving the mouse or spin the mouse-wheel.
* The arrow keys allow you to move quickly through the world by moving a half cell distance at a time.
* To rotate the camera, hold down SHIFT while moving the mouse. If an object is selected, the camera will rotate around the center of the screen, at the distance of the selected object.
* You can center a selected object in the window by pressing C. This is also a fast way of zooming in on an object.
* You can also center on a selected object in the window by pressing T. This switches the camera to a close-up, top-down view of the object.
Selecting objects can be done multiple ways:
* Left click to select an object. A rotated bounding box highlights it. Other selected objects are deselected.
* Left clicking empty space (or landscape) deselects all objects. Pressing D also deselects.
* Hold Ctrl to select/deselect multiple objects by clicking on them.
* Drag a selection box to select multiple objects.
Only selected objects can be moved. You’ll know if you are able to move an object if the + symbol appears along with your cursor. Hold down the left mouse button and drag the object to move it.
Objects move, by default on the horizontal (xy) plane. If you want to move an object vertically (z plane), hold down the Z key while moving the mouse. You can also lock the object’s movement to the world’s XY axis by holding down X while moving.
To rotate the object, hold down the right mouse button while moving the mouse. The default axis is Z, since most object rotations are done around this axis. If you want to rotate around the X axis, hold X, and if you want to rotate around Y, hold Z (yes, holding Z is bizarre for Y rotations, but it was better than having to hold it all the time since most rotations are Z rotations, so they were switched).
Press F to make objects fall. They will hit any object. You may have to press it multiple times if you have multiple objects selected that can fall onto each other. This is a quick way to get objects to “snap” to the floor, or a shelf, etc.
Editing Object Data
Double clicking an object opens its properties window. Changes made to an object here that are not explicit reference data, such as ownership, are inherited by the other objects of this ID in the world.
If you edit weap_longsword_07, and make it do more damage, you have changed every weap_longsword_07 in the world. See also Object Reference.
Pressing delete will delete the selected objects from the world.
Copying, Cutting, Pasting, and Duplicating Objects
You can use Ctrl-C to copy objects, Ctrl-X to cut them, and Ctrl-V to paste them. Pasted objects are placed in front of the camera. Multiple objects can be copied and pasted at once; they simply all need to be selected at the same time, and will retain their relative orientation when pasted.
Ctrl-Shift-V, will place the objects down, “in-place” or at the coordinates they previously existed, but in the current cell you are viewing.
You can also press Ctrl-D to duplicate selected objects. This places duplicates of the objects right on top of the selected ones. You can then move the new object(s) into place. This is great for duplicating hallway pieces for quick building.
The Cell View Window
The Cell View Window allows you to view all of the cells in the world, both exterior and interior. It is the only way to switch your Render Window to interiors, and also serves as a quick way of jumping around the world.
The Cell View has two sections. The first lists all of the cells, their name and exterior grid number (or interior). The second section lists all of the objects within the selected cell.
Both sections can be sorted by their respective fields: the cell list by Cell Name, Grid, Reference Count, and Path Grid, and the object list by Object ID, Type, and Ownership.
Loading/Moving to a Cell
Double click the cell name and the render window will switch to an overhead view of that cell. If the cell is not currently loaded into memory you will get a pause while the art loads.
Switch View to an Object
By double clicking an object from the list of objects in the cell, your render view will switch to this object, placing it in the center of the screen (like pressing C from the Render Window). The object will also be selected. This is one of the fastest ways of finding and editing objects.
Renaming a Cell
To rename a cell, select it, and then click its name. Remember that all interior cells must have unique names.
The Object Window
The Object Window is the window from which the database of objects can be viewed and edited. It is also the window from which objects are dropped into the world (such as adding a hut to a village).
Opening the Object Window
The object window is opened by selecting View Object Window. It remains on screen until it is closed. It is a tabbed menu that allows you to view all object types, Characters, and creatures. Object types are tabs at the top. Clicking one opens the list of those objects in the database.
Placing an Item in the World
To place an object in the world, select it, and then drag and drop it into an open Render Window. You must drag from actual text, as trying to grab empty space will result in the object not being grabbed. The object will appear in the world at the point you let it go, and the Render Window will now be selected so you can place the object correctly.
The Object Count
Every object has a Count field. This is the number of references in the currently loaded game world to this object. Loading extra plug-ins will change this number if the object is also used in them. Keep in mind that including an object in a Leveled/Random list will only count once per list, not each time that list is referenced.
Object Use Information
To get information about how and where an object is used in the world, select it and press F1 to bring up the Use Report dialog. The bottom pane displays a list of the references to this object in the world. Double-click on an item in the list to go to that reference in the Render Window. The top pane displays a list of other objects that use this object in some way. This includes leveled lists which contain the item, Containers and actors who have the item in their inventory or spellbook, and even actors who have an AI Package related to this item. The Use Report dialog can also be opened by right-clicking on an item and selecting Info from the popup menu.
Editing Object Data
The object ID can be edited directly in here by clicking on the selected item (like renaming a Windows file). You can double-click the object to open a window showing all of its data. This is the most useful way of editing items such as scripts, art, etc. This window can also be opened by right-clicking on an item and selecting Edit from the popup menu.
Sorting Object Data
Each object type has certain data such as ID, type, name, health, etc. Clicking any of these field names will sort the list by that field. Clicking the field name again will sort by that field in the opposite direction (ascending or descending).
Adding an Object
To add an item to the database, simply select the category you want with the tabs, and press the INSERT key. This will open a window containing the object data. This window can also be opened by right-clicking in the Object Window and selecting New from the popup menu.
Deleting Objects from the Database
Pressing delete will remove the selected item. If this object has been used in the world the deletion is confirmed. This can also be accomplished by right-clicking and selecting Delete from the popup menu.
When viewing the exterior world of Morrowind, landscape is always present. It goes on to infinity, and is present even below the endless sea. Landscape works differently than other game objects, though the game treats them similarly.
The landscape is a height map, with vertices every 128 units. When you edit an exterior cel, which has a size of 8192x8192, you can also edit the landscape in that cel. Changes to the landscape are stored on a cel by cel basis. Thus, one plug-in may edit one part of the world, and other plug-ins, other areas.
The landscape may be edited on the Z axis only (up and down). It can also be textured using the Construction Set’s library of landscape textures. Lastly the landscape can also be colored, using vertex colors to create shadows or extra paths. Thus the landscape has 3 modes of editing (height, texture, color).
Water is at height 0. All landscapes start at height of –2000.
Press H to enter Height editing mode. In this mode you can edit the heights and textures. Press O to use vertex colors on the landscape.
To shape or edit the height of the landscape, either select the toolbar button or press H. H switches height editing on or off.
Once you are in height editing mode, the pointer in the render window will select vertices on the landscape as opposed to objects.
Clicking and holding on a vertex allows you to move it. Drag the mouse up and down to change the height.
You can edit the speed of vertex movement in the properties menu.
Edit Radius: This is the radius (in vertices) that will be changed as you pull the vertices up and down. A larger radius will create larger hills or valleys.
Edit Falloff %: This is the amount the vertices move based on how much you move the vertex you select, within the radius. A value of 0 will create a linear (straight) falloff, while 100 will create a curved falloff.
Flatten Vertices: When this option is selected, all vertices in the edit radius will be set to the height of the fist vertex you clicked on as you paint.
Soften Vertices: With this selected, all vertices in the edit radius will be set to the average height of the surrounding eight vertices and the center vertex. In effect this will smooth the shape of the landscape.
Show Edit Radius: This simply displays the red edit circle in the render window or hides it.
All Landscape starts at a height of –2000 units. Sea level is 0. Anything below 0 will be underwater. Thus when building a new area, you must pull the landscape up above the water.
The landscape is also textured in the editor. Most landscape textures are 256x256 and cover 8 tiles by 8 tiles or 512 x 512 units (one landscape tile is 128 units).
To edit the landscape textures, select the Toolbar Icon for Landscape
Editing, or press H. To disable Landscape Texturing press H again.
When texturing you select a texture to paint with and fill in the areas you want. Textures can only be placed following the grid above, so textures are automatically placed every 8 tiles.
To paint the currently selected texture on the landscape, right click on the landscape tile you wish to change. You can also hold the right mouse button to paint a larger area. Note: You only paint one tile at a time, regardless of the edit radius.
When painting a texture, the eight textures that are connected to the tile being painted will change automatically, so that the textures blend into one another. This allows you to paint with grass and the Construction Set will dynamically blend the textures around it so that grass blends into the sand smoothly.
You can add textures to the library of landscape textures the Construction Set uses. To do this select the texture window and hit the insert button on the keyboard. A texture may then be chosen and given an ID.
The Vertex Color menu enables you to paint color onto the landscape in addition to the textures. Press O to enable vertex coloring. By left clicking you will paint the landscape with the left selected color. The right mouse button will paint the right selected color. Note: the default right selected color is white and can be used to erase vertex coloring. The edit radius may be set to change the amount of vertices that are being colored. Custom color values may be stored by clicking on the select color button, selecting one of the 16 slots, and then hitting add to custom colors.
Any object placed in the world is known as a reference. This is because it references an object in the object database (object window). So an object is an ID in the database, and a reference is a copy of that object. If the object is changed, all it’s references are also changed. A reference can also have it’s own unique data:
Editing Reference Data
Some objects include reference data, which appears in the bottom half of the object properties window. Editing this information will affect only the selected reference(s); other references of that object will not be changed. There are five types of reference data:
Position: the reference’s position and orientation in the world.
3D Scale: The size of the object reference. Objects can be scaled from 50% (0.5) to 200% (2.0) of their normal size.
Health / Uses: Used for objects such as weapons and armor that have health and objects such as lockpicks and probes which have uses. Used for creating damaged or used references.
Soul: Only used for the misc Soul-Gems. Select a creature to place in the soul-gem reference.
Apply to Selection: Applies the Extra Data settings to all references currently selected. This is a quick way to assign ownership to all objects in a cell.
Owner: Set which NPC or Faction owns the selected object.
Global Variable/Rank: Select the global variable or rank (if the owner is a faction) that allows the PC to use this object without committing a crime.
Apply to All Selected: Applies the ownership data and variable to all the selected objects. Very good for shops or guilds where many objects need ownership.
Locks a container or doors.
Lock Level: The Difficulty rating on the lock for trying to pick it with a lockpick. Should use values of 1 to 100. 1 is the easiest, while 100 is super-hard (the player would need a security skill of around 100).
Key: The item that can be used to open the container. Select from list of all Misc Items.
Trap: A trap that will go off when the container is opened. You can select from the list of available spells that have touch based effects.
Used only on doors, this sets the door to teleport the user to a new map or area.
Load Cell: Select the cell that the door will teleport you to.
Select Marker: Selects the marker in the new cell so it can be placed.
Note that any options not available for a particular reference will be grayed out.
This data comes in one of two forms. Either Faction and Rank, or NPC and Flag. An object cannot have both.
The door to the back room of a temple has an ownership value of Temple, 6. Thus if the player activates this object and is not a member of the Temple and at least Rank 6 (Disciple), he is committing a crime.
The door to the bedroom of Ken’s house the has ownership of Ken, and the flag KenOK = true. This means that Ken owns it and unless KenOK = true, you are committing a crime if you activate that door. In Ken’s house are several swords, each with ownership of Ken and no flags. This means there is no circumstance that will allow you to legally take the swords. Taking them is always a crime.
In addition, when bartering with an NPC in the game, the NPC will offer any objects he owns. So for a shopkeeper, it is important to mark all the objects you want him to sell.
He also owns any object placed in a container he owns.
Infinite Inventory Items
Any container, NPC, or creature can have items in their possession that are marked as infinite. These are marked by placing a negative amount in the container (such as –15). These items are always there, even if the NPC gives or sells them to the player.
The only time they truly go away is when the player interacts with their container outside of bartering. This includes picking the NPC’s pocket, taking items off a corpse, or stealing from a chest.
Example: A priest has 3 healing potions, which are marked as infinite. Everytime you talk to him you can buy these three potions. He then has 0. The next time you talk to him, he has 3 again. If you buy two, then kill him. He has 3 potions on him. You can take these 3 potions off his body, but now they will not regenerate on his body.
NPCs that do not have infinite gold will only be able to spend what they have over the course of the game.
When you give or take money from the NPC through bartering, this amount is added (or subtracted) to his infinite amount.
Using an NPC’s container through any means other than bartering (such as pick-pocketing, looting dead body), changes the infinite amount. So if I priest has 5 infinite potions, and you pick-pocket 2 of them, he now has 3 infinite potions.
Dialogue in Morrowind is one large database that every NPC and creature pulls from. The basic principle being that a character will say the highest priority dialogue they pass all conditions for. If they pass no conditions, they have nothing to say about that topic.
Adding, Deleting, and Editing Dialogue IDs
You can add a new ID by right-clicking in the list on the left side of the Dialogue window and selecting "New." You can delete an ID by right-clicking in this list and selecting "Delete" or by selecting an ID and pressing the Delete key. You can edit an ID by selecting it and then clicking on it again with the left mouse button. Note that when you edit an ID which already exists in a master file, the editor marks the old ID as deleted and creates a new ID which exists only in your plugin.
This tab on the left-side of the Dialogue window shows all the topics that people in the game will respond to. Every time anyone in the game speaks in dialogue, that text is searched for this list of topics. If the text matches and the speaker has something to say about the topic, it will show up as a hyperlink in the game that you can select. People only have something to say if they meet the conditions for one of the possible responses in a topic.
Hyperlinks in the editor are shown as @hyperlink#. You can see the hyperlinks in the editor by clicking on the “Update Hyperlinks” button.
Topic matching is not case-sensitive and will always match longer phrases before shorter ones and earlier phrases before later ones. If you had the topics "My cat is smart," "Smart as a cat," and "Cat," the phrase "My cat is smart as a cat" would match "@My cat is smart# as a @cat#." The phrase "My cat is as smart as a cat" would match "My @cat# is as @smart as a cat#."
Topic matching for Creatures is slightly different than for NPCs. Creatures only get the dialogue that is assigned to their ID. If you assign dialogue to everyone in the Cell "Balmora" and you put a Scamp in Balmora, he will not have any of this dialogue.
Voices have audio files attached to them which are played whenever a "voice" is called for. You can select which file is attached to each voice ID with the Sound Filename button.
Alarm voices are not used, you should not see any.
Attack voices are played while the NPC or Creature is attacking. Creatures generally have these tagged in their animations, so this is mainly for NPCs.
Flee voices are played when an NPC is fleeing.
Hello voices are played when an NPC or Creature greets the player. At what distance this occurs is set by the Hello AI Setting.
Hit voices are played when the NPC or Creature takes damage. Again, most Creatures have these embedded in their animations.
Idles play randomly. These are like "clutter" for voices. You control how often and under what conditions idles are played with the conditions here.
Intruder voices are played when you are caught activating an owned item such as a door or container.
Thief voices play when an NPC detects a crime such as stealing or assault. Note that this occurs when a crime is detected. Even an NPC with an Alarm AI Setting of 0 will say this voice if they detect the crime.
Greetings are what people say when they are first activated. In general, they work exactly like topics. You cannot enter dialogue with someone who has no Greetings. It is best to make sure there is a "default" greeting with no conditions that everyone will say if they fail everything above it.
The system looks for an ID that meets all the conditions starting with Greeting 0 through Greeting 9. The Greetings are divided into these 10 categories only out of convenience. In general, Morrowind uses Greetings this way:
Greeting 0: Alarmed
Greeting 1: Quests
Greeting 2: Vampires, Nudity
Greeting 4: Crime and Disease
Greeting 5: Quests
Greeting 6: Factions
Greeting 7: Classes, Endgame, Slaves
Greeting 8: Clothing
Greeting 9: Locations
This is just a guide to finding a particular Greetings in Morrowind. You can use them however you want.
In the Persuasion category are responses to different types of persuasion as well as Info Refusals and Service Refusals.
Persuasion Fail/Persuasion Success
Admire Fail shows all the things people can say when you fail to admire them. Admire Success shows all the things people can say when you succeed in admiring them. The same is true for Bribe Fail, Bribe Success, Intimidate Fail, Intimidate Success, Taunt Fail, and Taunt Success.
Info Refusals are what people will say when the speaker does not meet certain conditions. This occurs most often with disposition. If someone talks about "Morrowind" only with a disposition of 70, the topic may appear in their topic list, but if their disposition is only 40, they will respond with an Info Refusal instead.
Service Refusals prevent certain people from offering services. When the player selects Training, Barter, or Travel, a search is made through this list. If any of these pass, that person will not offer services and will say a Service Refusal instead. Most service refusals are based on faction rank or disposition.
Note that Disposition is "backwards" in Service Refusals. Normally Disposition will pass if the person you're speaking to has a disposition higher than the number here in dialogue. However, Service Refusals will pass (and the person will refuse to give services) if the person's disposition is lower than the number here.
You cannot use Persuasion on Creatures, only NPCs.
Journals show the text that is added to the player's journal with the Journal script function. Each journal has an index, which is used with the Journal command. This tab just shows all the journals and their text and index. For more information about how to use journals, see the Journal command.
Starting with Tribunal, you can also name journal entries for tracking quests and flag them as completed. See Quest Title.
Filter on the bottom left side of the dialogue window will show all the dialogue in a particular person. It will show all dialogue for that person's ID, race, class, gender, cell, etc... Some things such as local variable states and journal conditions are not checked in the editor, so the list you see with Filter is often larger than the list of topics someone will have in the game.
Info / Response
The top right side of the window shows the text and some of the conditions for each line of dialogue. These are usually called "infos" or "responses." Each Topic (or Voice or Greeting, etc) can have more than one response.
When any topic (or Greeting or Voice, etc) is selected, the system looks through all the responses and returns the first one that matches all conditions. The search is done top to bottom. If you have more than one response with the same conditions, only the top one will ever be said. If you want to move an info in the list, select it and use the Left and Right Arrow keys. This will change its priority, but will also modify any info it goes past.
The Info/Response window shows a few of the conditions which can be put on responses, such as Disposition, ID, Faction, Cell, and the six Function/Variables. This makes it easier to find certain bugs at a glance.
You can edit the text of each response in the large text window or, if the response is only a few characters, you can double-click in the Info/Response window and edit the text there. If you cut & paste text into the editor, you should use the large text window, since the info/response window has a limit to the number of characters it can display. The large text window will let you enter up to 512 characters per response.
Some game data can be displayed in dialogue. For a list of these, see Text Defines.
These fields set up conditions for each response. All the conditions must be "True" in order for anyone to say this response.
This is used to put dialogue in a specific person or persons. While most NPCs are unique in Morrowind, this function will put the dialogue in every instance of an NPC. If you have three of "Bob Smith" in your world, all three will have dialogue assigned to the ID "Bob Smith."
Creatures only have dialogue assigned to their ID. Otherwise, this works the same as for NPCs. Dialogue assigned to "scamp" will appear in every instance of "scamp."
This assigns dialogue to a particular race. If you add a new race in the editor, the new race will appear in the pull-down list. Only people of this race will have this dialogue. If you delete a race, any dialogue assigned to that race will be blank, which effectively assigns it to everyone, regardless of their race.
This assigns dialogue to a particular class. Just like Race above, if you make a new class, it will appear here and you can select it. Just like races, if you delete a class, this will be blank.
This assigns dialogue to a particular faction. Otherwise, it works just like Race and Class.
This assigns dialogue to everyone of a certain rank or higher. If the Faction is blank, it will assign it to everyone of that rank or higher, regardless of their faction. For instance, Faction == Redoran and Rank == 3 will assign dialogue to everyone in House Redoran of Rank 3 and above. Faction == Blank and Rank == 7 will assign dialogue to everyone in the game with rank 7 or higher who belongs to any faction.
This assigns dialogue to everyone in a particular area. Note that we only match the first characters. Dialogue in Cell Balmora will show up in the cell "Balmora" as well as "Balmora, Lucky Lockup" and "Balmora, Dorisa Darvel: Bookseller." Note also that the test is made on which cell the player is currently in. If an NPC is following you and you go to a new cell, the NPC's dialogue can change as a result.
This will only give dialogue if the player is in a particular faction.
This will only give dialogue if the player is of a certain rank. If Faction is left empty, the player can be of this rank in any faction.
This lets you assign dialogue to one gender or the other.
This is short for "Disposition." Any dialogue with a disposition value will only be said by people whose disposition is higher than this number (for the exception, see Service Refusal above).
These six conditions are where you have the most control over who says what when. See Dialogue Functions and Variables.
In the results window, you can put in one-line script commands. You cannot use any commands that require more than one line, such as "if" statements. The results field is compiled and processed after the response is displayed, not before. See Scripting Overview.
Update Shared By
This button will show you everyone in the world who will have this dialogue with your current conditions. If you make changes or switch to another response, you will have to press this button again to get a new list. Changes you've made to a response may not be reflected in this window until you select another response which forces a "save" of the response data.
This window lets you quickly see a journal without having to switch to the Journal tab and lose your place in the dialogue. Note that you can also have more than one dialogue window open at the same time.
This button will update all the hyperlinks in all the text in the editor. With a large topic list, this can take several minutes. Note that when you save your plugin, the hyperlinks are removed.
Error Check Results
This button will compile everything in the results field for all responses. It will display any warnings it finds while doing this (these are also saved to a file named warnings.txt in the Morrowind directory). It is a good idea to run this at least once before you release a plugin.
Warning: It is best to load your plugin, run the error check, and then close the editor and load your plugin again to fix any errors. Error Check Results can sometimes mark the responses it is checking and global variables as "changed." These then get saved into your plugin, which makes it larger than necessary and can interfere with other people's work.
This button opens a directory view window where you can select which audio files are played in Voice. To add or change the sound file, just click on this button and open whatever file you want to use.
This button just closes the dialogue window. Note that any changes to dialogue are "saved" when the changes are made. There is no way to "cancel" changes made in the dialogue window.
You can use various variables and defines in text, such as %Name, which is the name of the speaker. See full list.
Text Defines (%defines)
The following can be used in text strings, such as dialogue and message boxes:
%Name - The speaker's name.
%PCName - The player's name.
%Race - The speaker's race.
%PCRace - The player's race.
%Class - The speaker's class.
%PCClass - The player's class.
%Faction - The speaker's faction. If they have no faction, it will be blank.
%Rank - The speaker's rank.
%PCRank - The player's rank in the speaker's faction.
%NextPCRank - The player's next rank in the speaker's faction.
%Cell - The cell the player is currently in.
%Global - Any global variable value. Floats display as 1.1, such as %Gamehour.
Defines for controls
This returns the base value of the speaker's Alarm AI Setting.
This is 1 if the speaker is currently Alarmed (has detected a crime) and 0 otherwise.
This is 1 if the speaker has ever been attacked, and 0 otherwise.
This works with a command in the results field called "Choice." When the function "choice" appears in the results field, the game searches the current topic again, this time setting the value of "choice" to whatever number the player selected. Just like a regular search, it stops at the first response for which all conditions are true (so it may not necessarily hit the response you expect).
Warning: Make sure any choices you make are "reachable" or you can send the game into an infinite loop. For instance, if you had "Choice One 1 Two 2" and no other responses in that topic, the game would default to displaying the choice again. And again. And again.
Returns true (1) if the speaker is targeting a creature.
This is 1 if the speaker detects the player and 0 otherwise.
Function Faction Rank Difference
This is the player's rank in the speaker's faction minus the speaker's rank. Note that the first rank in a faction is 0 and your "rank" is –1 if you do not belong to that faction. A return value of 0 is the same rank, 1 is PC is one rank higher, -2 is PC is two ranks lower.
This is the AI Fight Setting of the speaker. This is the base value, not the value after disposition, distance, crime level, and so on have been added.
This returns the base value of the speaker's Flee AI Setting.
Used in dialogue for when you attack a member of your group (like a follower)
The return values are:
0 = never been hit
1 = hit by pc 1st time
2 = hit by pc 2nd time
3 = hit by pc 3rd time
4 = hit by pc 4th time and the npc/creature is no in combat with the pc
This returns the percent health of the speaker.
This returns the base value of the speaker's Hello AI Setting.
This is the current level of the speaker.
This is the player's current skill level in Acrobatics. There are other functions for the player's skills and attributes. They all work the same way. All of them return the current value of the attribute or skill, which includes disease, magical enhancements, etc.
This is 1 if the player has a blight disease and 0 otherwise.
PC Clothing Modifier
This is the total value of all the clothing and armor the player is wearing. The value of your equipment changes the disposition of people in the game.
PC Common Disease
This is 1 if the player has a common disease and 0 otherwise.
This is 1 if the player has Corprus and 0 otherwise.
PC Crime Level
This is the amount of gold the player has on their head, the same as the "bounty" on the character sheet.
This returns 1 if the player is expelled from the speaker's faction and 0 otherwise.
This is the level of the player.
This is the value of the player's total reputation. This is separate from individual faction reputations and affects how everyone in the world reacts to you.
This is 0 if the player is male and 1 if the player is female.
This is 1 if the player is a vampire and 0 otherwise.
This checks to see if you "qualify" for the next rank in the speaker's faction.
This returns 0 if you do not have enough Faction Reputation and do not meet the skill requirements.
This returns 1 if you meet the skill requirements, but do not have the Faction Reputation.
This returns 2 if you have the Faction Reputation, but do not meet the skill requirements.
This returns 3 if you qualify.
This returns the highest faction reaction between the speaker's faction and all of the player's factions.
This returns the lowest faction reaction between the speaker's faction and all of the player's factions.
This returns the speaker's reputation.
This is 1 if the speaker and the player are in the same faction and 0 otherwise.
This is 1 if the speaker and the player are of the same race and 0 otherwise.
This is 1 if the speaker and the player are of the same gender and 0 otherwise.
This is 1 if the speaker wants to start combat with you.
Talked to PC
This is 1 if the speaker has ever talked to the player and 0 otherwise. You can use this to have someone say something the first time you speak with them.
This returns the current weather so you can have people talk about the rain or the ash storms, etc. See ChangeWeather script command for enums on weather types.