A script that may kill PC even if using console
Posted 13 January 2021 - 04:54 AM
I want to make new quest to my mod that involves the plague, but fear that some players may not follow it without cheating.
Thanks in advance
Posted 13 January 2021 - 05:38 AM
You want to make a mod that kills the PC if the player uses console commands to skip quest stages?
Sounds like a good way to stop people trying your mod!
But I assume you mean they get the plague and have to do a quest to find a cure?
I suppose you could make a script that kills them if they cheat, but what about a Cure Disease potion, or Shrine Blessings? You'd have to script some way of stopping those working as well.
Posted 13 January 2021 - 11:51 AM
Edited by maxarturo, 13 January 2021 - 11:51 AM.
Posted 13 January 2021 - 12:28 PM
If you want to make mods to have downloads, then always avoid challenging the player, always make the player be the white knight, always add in every single step of your mod quest markers, always guide the player by the hand, don't ever add to your mod actors stronger than the player, don't ever add to your mod actors with strong and specialize combat abilities no matter of how impressive they could be or how much work they have behind them
I don't agree with much of that at all. Many, many players want even more of a challenge, even at Master level. That's why we have thngs like Requiem and Stealth Skills Rebalanced.
But killing them if they can't complete a quest is pretty poor design.
The button line is that, if you want downloads and endorsements, give everything open handed to the player !, everything is about the player !.
Yes, and he should also do something about Cure Disease potions and Shrine Blessings removing his plague from the player. I was thinking of maybe a hidden perk that flags them as plague-ridden, which cannot be removed by normal means, only with his mod-based Cure Plague solution.
Posted 13 January 2021 - 01:25 PM
I don't go as far as targetting TGM use; but will give gentle reminders to players who try and get past doors and barriers illegally with a standard killbox.
I would however not seek to prevent setting quest stages; because you never know when a set of circumstances for an individual player may require it to further the game, particularly clashes with other mods.
Posted 13 January 2021 - 02:41 PM
I agree with agerweb, i would recommend to use "Fail Safe" or warnings only in those parts of your mod that the use of console commands can break the mod.
Posted 13 January 2021 - 11:23 PM
There are ways of putting together stages that give away the fact.
Posted Yesterday, 11:38 AM
From my point of view downloads & endorsements or the player's satisfaction Plays Absolutely No Role Whatsoever !.
I don't understand what you are trying to say. You seem to be saying the opposite of what you mean at different places and then contradicting yourself.
Anyway, my mods are made for me.
I uploaded some so friends could download them. I was always a very minor mod author, just a few huindred downloads, but I did get some nice feedback from people who really liked them, and the usual nonsense from people who didn't install them properly. They've been hidden since The Great Pay For Mods Scandal and the USLEEP vs separate patches thing.