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How to edit a requirement


WakahisaSensei

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In my continuing effort to learn more about modding I'd like to pose a question. Let's say for arguments sake I downloaded a dungeon mod, but the new dungeon has a level 40 requirement to even open the door. If I wanted to change that requirement (and only that requirement) to level 1, keeping all enemies within at the mods original strength (or the games auto-leveling feature if need be), how would I go about making this change? Which tools would be used and where would I start? Under what category would such a topic be found?

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There will probably be a quest or perhaps a script that has a GetLevel condition that specifies level 40 for the player; you would have to look in the CK and change the condition. This is the elegant way of doing it. The brute force and ignorant way of doing it is to load the mod into the CK find the door that's locked (in the dungeon cell) and set it to unlocked and remove any script that's attached.

 

What mod are you talking about?

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I would prefer the elegant way. However, I'm not familiar with certain technical terms. What does CK stand for?

 

Also, what if its not a quest but a built in function for the door itself? Like the door doesn't say locked but when you try to use a button to open it text appears saying (you aren't strong enough). I've encountered such things in mods as well. Or does this still qualify as a quest even if nothing appears in the quest log?

 

I'm not talking about a particular mod. Merely trying to gain a better understanding of altering mods. For arguments sake though, the condition I just listed was from a mod I briefly used called Vampire Slavers den. I've since lost interest in the mod as it was causing severe graphical glitches on most characters (conflicted with another mod). But the mod had a button that opened a gate, but only if the character was level 20 and a vampire (both easy requirements to meet). There was no quest in the quest log for this requirement. Would that still fall under what you stated above?

 

For now my mod setup is stable and I don't intend to tamper much (until I grow bored of the setup). So this is more considering hypothetical than any specific dungeons. I might even try to make one of my own.

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The CK is the Creation Kit. You may be right about the door which is why you should remove any script attached to it. The mod author could also have used Activators in which case they could be deleted as well. The first task would be to load the mod in to the Creation Kit and see how it was done and then make the necessary changes to get the effect you want.

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Appreciate the help. I haven't made use of creation kit yet. I've had a bit of trouble getting it to work so I've shelved most things involving it for when I have more time to delve into it. I suppose I should get around to learning it a bit more. Probably a task for next week though. Thank you again.

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