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Begging for help with GECK scripting


brony71

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Hello, fellow modders.

As a newbie in GECK scripting I want to ask some experienced of you to help me to find necessary script command for my mod idea.

Idea: make dynamic lockpicking system, that depends on your Lockpick skill - more points you have, more easier lock difficulty will be set (i.e. 10 points - Very Hard, 100 points - Very Easy, etc.). The problem is - I dont know what command can force locks to change their difficulty (I already did a draft script, its obviously not working).

Also if it's possible I want to make mod NVSE-free to make it more available to unskilled in mod using users.

Thanks.

Edited by brony71
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I can't figure out whether I just don't understand your script or if your script isn't even doing anything at all.

It seems like you're just requesting the lock level of an object and not doing anything with it.

 

Your check for Lockpick level also needs to specify it's The Player's lockpick skill. (Player.GetAv Lockpick)

 

GetLockLevel, as mentioned is just a report on what the lock level of an object is. If you want to change the lock, you just need the simpler "Lock" function.

 

To accomplish your goal, you need to target the actual locked object with your script. I don't have an answer for how you could do that.

 

Honestly I think you'd be much better off changing the settings that govern how likely Force Lock is to be successful if you want to make it faster and easier to open locks at higher skill levels.

Edited by Radioactivelad
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I can't figure out whether I just don't understand your script or if your script isn't even doing anything at all.

It seems like you're just requesting the lock level of an object and not doing anything with it.

Well, the script is obviously isn't doing anything in it's current state.

What I want to do with it is to make it to check player's current Lockpick skill points and then give to all locks that has any type of difficulty (except Impossible) specific level, that can be changed if you rise your Lockpick skill to more easier (as I learn from GECK, it is possible to reverse lock level requirment of skill and make Very Hard lock to request 0 skill and Very Easy to request 100).

 

To accomplish your goal, you need to target the actual locked object with your script. I don't have an answer for how you could do that.

Yes, I read about it in guides, but I thought I'll could avoid that lock level changing of every lock in the game. But now I guess I couldn't. Sad.

In addition I think even if this script could work, it can also affect all terminals' lock difficulty, but if not, it needs to make some additional script which really required to change every terminals' difficulty individually (btw, that's easier to make with terminals than with locks because each terminal has it's separate slot in GECK's Terminals section).

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I don't mean it's not just working because of some syntax issue, but that it's conceptually flawed.

 

Your If statements are asking "is the Lockpick value between X and Y?", and if so, your script outputs "Lock Level less than A Number".

 

Like that doesn't mean anything, is what I'm getting at.

 

If you wanted to reduce a Very Hard level lock to Hard, you would want to say "Lock 75",using the Lock function, as mentioned.

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Your script outputs "Lock Level less than A Number".

This "less than A Number" output was mistakenly taken from GECK wiki article about GetLockLevel func. Of cource I'll remove it if I try to use Lock func.

UPD: like it was said above, looks like script won't work without individual change of every lock in the game and it's almost impossible to make. Sad.

Welp, thanks for advice anyway :)

Edited by brony71
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