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		<title>Учебник Bethesda Разговоры - История изменений</title>
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		<updated>2026-04-07T00:17:36Z</updated>
		<subtitle>История изменений этой страницы в вики</subtitle>
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	<entry>
		<id>https://tesck.ru/index.php?title=%D0%A3%D1%87%D0%B5%D0%B1%D0%BD%D0%B8%D0%BA_Bethesda_%D0%A0%D0%B0%D0%B7%D0%B3%D0%BE%D0%B2%D0%BE%D1%80%D1%8B&amp;diff=2975&amp;oldid=prev</id>
		<title>Admin: /* Разговоры */</title>
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				<updated>2013-02-25T07:10:50Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Разговоры&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Предыдущая&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Версия 07:10, 25 февраля 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L9&quot; &gt;Строка 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=Разговоры=&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=Разговоры=&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;В Skyrim, random conversations are triggered by the [[Story Manager]], specifically by an [[Actor Dialogue Event]]. Once that event is processed, the Story Manage will attempt to find a conversation based on a set of parameters, and if successful, the two actors will carry it out. While this initially seems like a complicated process, once the basics are understood it becomes very easy to set up new conversations.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;В Skyrim, random conversations are triggered by the [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;:Category:Story Manager|&lt;/ins&gt;Story Manager]], specifically by an [[Actor Dialogue Event]]. Once that event is processed, the Story Manage will attempt to find a conversation based on a set of parameters, and if successful, the two actors will carry it out. While this initially seems like a complicated process, once the basics are understood it becomes very easy to set up new conversations.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
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		<title>Admin: /* Обзор */</title>
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				<updated>2013-02-24T05:20:24Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Обзор&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Предыдущая&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Версия 05:20, 24 февраля 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L3&quot; &gt;Строка 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=Обзор=&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=Обзор=&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This chapter will show you how to make conversation systems in the editor&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;allowing actors to carry out random conversations as they go about their behavior&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Эта глава покажет вам как создать систему разговоров в редакторе&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;позволяя актерам осуществлять случайные разговоры, говоря о своем поведении&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Вы узнаете:&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Вы узнаете:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Как создаются разговоры в редакторе&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Как создаются разговоры в редакторе&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Admin</name></author>	</entry>

	<entry>
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		<title>Admin: Новая страница: «Файл:Symbol_error.png '''Статья не закончена!''' Category:Незаконченная статья  =Обзор= This chapter will sho…»</title>
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				<updated>2013-02-24T05:14:47Z</updated>
		
		<summary type="html">&lt;p&gt;Новая страница: «&lt;a href=&quot;/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Symbol_error.png&quot; title=&quot;Файл:Symbol error.png&quot;&gt;Файл:Symbol_error.png&lt;/a&gt; &amp;#039;&amp;#039;&amp;#039;Статья не закончена!&amp;#039;&amp;#039;&amp;#039; &lt;a href=&quot;/wiki/%D0%9A%D0%B0%D1%82%D0%B5%D0%B3%D0%BE%D1%80%D0%B8%D1%8F:%D0%9D%D0%B5%D0%B7%D0%B0%D0%BA%D0%BE%D0%BD%D1%87%D0%B5%D0%BD%D0%BD%D0%B0%D1%8F_%D1%81%D1%82%D0%B0%D1%82%D1%8C%D1%8F&quot; title=&quot;Категория:Незаконченная статья&quot;&gt;Category:Незаконченная статья&lt;/a&gt;  =Обзор= This chapter will sho…»&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Файл:Symbol_error.png]] '''Статья не закончена!'''&lt;br /&gt;
[[Category:Незаконченная статья]]&lt;br /&gt;
&lt;br /&gt;
=Обзор=&lt;br /&gt;
This chapter will show you how to make conversation systems in the editor, allowing actors to carry out random conversations as they go about their behavior.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Вы узнаете:&lt;br /&gt;
*Как создаются разговоры в редакторе&lt;br /&gt;
*Как настроить базовую систему между двумя NPC.&lt;br /&gt;
&lt;br /&gt;
=Разговоры=&lt;br /&gt;
В Skyrim, random conversations are triggered by the [[Story Manager]], specifically by an [[Actor Dialogue Event]]. Once that event is processed, the Story Manage will attempt to find a conversation based on a set of parameters, and if successful, the two actors will carry it out. While this initially seems like a complicated process, once the basics are understood it becomes very easy to set up new conversations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NewFeature|If you're familiar with Fallout 3 and earlier engines, conversations are no longer contained within the &amp;quot;Conversations&amp;quot; tab of a quest. They are now most easily handled as individual quests.}}&lt;br /&gt;
&lt;br /&gt;
=Создание разговора=&lt;br /&gt;
While conversations can be written to accomodate a range of NPCs, they turn out best when instead written for a specific pair of characters, so we'll start there.&lt;br /&gt;
&lt;br /&gt;
Our good friend Bendu Olo leads a pretty solitary life right now. Let's make him a bit more of a social butterfly. Since the only other actor in Mixwater Mill is Gilfre, the first thing we'll need to do is get the two NPCs into a situation where they can talk to one another. That requires two things: both NPCs in the same location, and at least one of them prepared to initiate conversations.&lt;br /&gt;
We can give Bendu a Sandbox [[Package]] in cell 'MixwaterMillGilfresHouse' to have him visit Gilfre in her home between the hours of 2 and 4 PM, when she's already scheduled to be having lunch. That will get the two of them in the same place, and then we just need to make sure that at least one of them has a package with &amp;quot;AllowConversations&amp;quot; set to '''True''' (many packages default to allow conversations, including Sandbox, so you likely don't need to change anything here.)&lt;br /&gt;
&lt;br /&gt;
Now we're ready to actually build a conversation for these two. Start by creating a new quest called &amp;quot;DialogueMixwaterMillBenduGilfre1&amp;quot;. Give it a priority of 30, and change the event to &amp;quot;Actor Dialogue Event&amp;quot;. Next we'll work on the aliases for this quest, which are the most important part.&lt;br /&gt;
&lt;br /&gt;
==Conversation Quest Aliases==&lt;br /&gt;
Because this quest will be triggered by an [[Actor Dialogue Event]], it will pass through certain information to the Story Manager. The first two [[Quest Alias Tab|Aliases]] we create will rely on the data from the Event to make sure the system has grabbed the correct two people for this conversation.&lt;br /&gt;
&lt;br /&gt;
Start by creating a new Reference Alias named &amp;quot;Actor1.&amp;quot; For the Fill Type, set it to &amp;quot;Find Matching Reference,&amp;quot; checking &amp;quot;From Event&amp;quot;. In the drop-down for Event Data, select &amp;quot;Actor 1.&amp;quot; In the field for match conditions, first enter a GetIsID condition for GSQBenduOlo. Make sure the &amp;quot;OR&amp;quot; checkbox is checked here. Now enter a new GetIsID condition for Gilfre.&lt;br /&gt;
&lt;br /&gt;
Now we need an alias for Actor2. As a shortcut, right-click the entry for Alias Actor1, and select &amp;quot;Duplicate&amp;quot;. this will create a new Alias, change the name (likely to Actor1000) but keep all of the relevant data intact. Then all that needs to be done is changing the Event Data under &amp;quot;Find Matching Reference&amp;quot; to &amp;quot;Actor 2&amp;quot;, and re-naming the Alias ID to &amp;quot;Actor2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As the [[Actor Dialogue Event]] page states, the data coming through from the event are Actor 1 -- the person initiating the conversation -- and Actor 2 -- the person being spoken to. What we've just done is made sure that our quest will work if either Bendu tries to talk to Gilfre, or if Gilfre tries to talk to Bendu. But it will only be valid for these two characters.&lt;br /&gt;
&lt;br /&gt;
We're not done with Aliases just yet. We still need two more for the actual conversation. Each of these will be specific to one of our actors, so they can simply be named &amp;quot;Bendu&amp;quot; and &amp;quot;Gilfre&amp;quot;, with each set to fill from their respective Unique Actors.&lt;br /&gt;
&lt;br /&gt;
==Building the Scene==&lt;br /&gt;
Now that the aliases are in place, we can begin building the actual conversation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All conversations are set up as [[Scene|Scenes]], so we start by creating a new one. Let's name it &amp;quot;MixwaterMillScene01&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
One of the most important parts of this process (and the easiest to forget) is the two checkboxes above the main scene window: we want both &amp;quot;Begin on quest start&amp;quot; and &amp;quot;Stop quest on end&amp;quot; checked here. This will ensure that the scene begins running as soon as the quest is triggered, and will stop as soon as the scene ends. That will release our actors from the quest, allowing them to do something else.&lt;br /&gt;
&lt;br /&gt;
The scene itself can be very simple. Add both actors &amp;quot;Bendu&amp;quot; and &amp;quot;Gilfre&amp;quot; (leaving &amp;quot;Actor1&amp;quot; and &amp;quot;Actor2&amp;quot; out of it) and a few phases. Now add some dialogue:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phase 1 - add a line of dialogue for Bendu: &amp;quot;How is the mill running, Gilfre?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Phase 2 - add a line of dialogue for Gilfre: &amp;quot;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

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