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lucidaxe

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  1. Is there a mod that can dynamically increase the player's physical and magical damage resistances as the player's health lowers? Would it be hard to make such a mod? The idea is that it would be harder to kill the player the lower their health gets, so that players have a bit more time to reconsider, strategize and combat damage by healing. Say the mod implements a damage resistance cap of 95% on either damage resistance type. As an example of how it would work: 1) A player for example has 200 health at full health. 2) The game registers the player taking a hit that subtracts 40 health from the player's health. The mod is listening for any event that modifies the player's health, and activates its function when that happens. 3) The mod immediately calculates that the player is now at 160 out of max 200 health. Player current health percentage is thus 160 / 200 = 0.8. The mod subtracts the player current health percentage from 1 (in this case, 1 - 0.8 ) to learn that the player is missing (0.2 =) 20% of their health. 20%, as the percentage of missing health, becomes the target percentage of increase towards the physical and magical damage resistance cap. The mod compares the player's current physical damage resistance percentage with its damage resistance cap of 95%. If the player has base 30% physical damage resistance, then that means the player is 65% below the cap. As 20% is the target percentage of increase towards the cap, it wants to bring the player 20% of the way closer to the resistance cap. The mod takes 20% of 65, which is 13, and thus adds a temporary (until the next hit or heal) 13% to the player's base physical damage resistance, bringing their modified physical damage resistance for any following physical damage hit up to 43% (base 30% + 13%). The mod compares the player's current magical damage resistance percentage with its damage resistance cap of 95%. If the player has base 63% magical damage resistance, then that means the player is 32% below the cap. As 20% is the target percentage of increase towards the cap, it wants to bring the player 20% of the way closer to the resistance cap. The mod takes 20% of 32, which is 6.4 (rounded to 6), and adds a temporary (until the next hit or heal) 6% to the player's base magical damage resistance, bringing their modified magical damage resistance for any following magical damage hit up to 69% (base 63% + 6%). Innate low resistances get a bigger boost, while innate high resistances get a smaller boost, all dependent on how much damage the player has taken. For player protection, that is exactly what I want. 4) Whenever an event in the game increases or decreases the player's health again, the mod recalculates how much health the player is missing and adjusts its bonuses to the damage resistances accordingly. Suppose the player heals themself back up to full health, then they have 0% missing health. In that case, upon evaluating missing health, the mod brings the player 0% of the way closer to the damage resistance cap, and overwrites the earlier damage resistance increases of 13% to physical resistance and 6% to magical resistance with an increase of 0% instead. The player gets base 30% physical damage resistance + 0%, and 63% magical damage resistance + 0%, which leaves the player once again with their base damage resistances at full health. If anyone has found a mod that does this, or is willing to make such a mod, or is willing to help me make it myself, please reach out!
  2. Whatever caused the issue, I've managed to circumvent it. After uninstalling the game and rebooting, I opened Vortex to make sure it couldn't find the game. Then I went to the 'Unmanaged' list, looked for the game there and pressed 'Manage'. Vortex told me it couldn't find the game and asked me to browse to its location. I opened the browse window, then reinstalled the game in the background and navigated to it once it was installed. Vortex then told me something seemed to not be completely correct. It reassured me it usually shouldn't be an issue to just ignore it, but gave me the option to manually set the mod staging folder location. I navigated to the correct mod staging folder location. Vortex told me it wasn't marked as a mod staging folder and asked if I was sure that was correct. I said it was correct. Now it works as normal. Hallelujah.
  3. Just out of curiosity I moved SkyrimSE to my D: drive. Again, it looks like Vortex can detect automatically and correctly that it's now in the D: drive, but attempting to initialize mods on SkyrimSE throws up the same errors where it's looking at the E: drive. Damn. I'll try uninstall, then reboot, then reinstall.
  4. Should I try installing Skyrim SE to my internal D: drive instead and see if Vortex can find it there? Can Vortex create mod staging folders on different drives to accompany games?
  5. Vortex manages all other games on the same drive just fine, so the drive type shouldn't be the issue. But I checked just to be sure, and yes, the F: drive is formatted as NTFS. Is there possibly a way to FORCE Vortex to stop managing the game and to re-scan its install? When I try to go to Games > Skyrim Special Edition > three dots > Stop Managing, and then press 'Delete profiles' on the confirmation window, it throws up an error as well. And, as I said, reinstalling the game didn't fix things either. I made sure to open Vortex when SkyrimSE was uninstalled, so Vortex could register it was missing, and then opened Vortex again after reinstalling. No changes.
  6. The general staging folder is F:\Vortex Mods. It contains downloads, fallout3, fallout4, falloutnv, oblivion, skyrim, skyrimse (empty) and The Witcher 3. The game install folder is F:\Steam\steamapps\common\Skyrim Special Edition. My other games are also installed under F:\Steam\steamapps\common. So yes, the staging folder should be on the same drive as the game install folder, though for some reason Vortex defaults to the E: drive just for Skyrim SE and cannot be persuaded otherwise.
  7. There is just one path for Mod Staging Folder. It was set to E:\Vortex Mods\skyrimse. When clicking 'Suggest' (which fills in the correct path) or selecting the correct file path manually and then clicking 'Apply', the app throws up the same errors. Engaging 'Automatically use suggested path for staging folder' has no noticeable impact.
  8. Following those steps, I can confirm that the path for the game is correct.
  9. Hi, All of the games that I manage with Vortex are installed on my F: drive. Vortex manages all of these games fine - including the original Skyrim (Legendary Edition) - but for some reason it fails to do so for one specific game: Skyrim Special Edition. Even though it should be looking for the F: drive, where Skyrim SE is actually installed, it instead automatically searches the E: drive. The E: drive is simply my CD/Blu-Ray drive, so of course the E: drive contains nothing and means nothing unless I put a physical disk on there to be read by the computer. Yet Vortex insists on looking for it on the E: drive, for totally incomprehensible reasons. The sequence of events when I try to manage Skyrim SE (which it detects properly as present): It throws up an error automatically: see attached image Vortex_SkyrimSE_Error1.png. I press 'Cancel'. It asks for user permissions to do something, it doesn't specify what. I grant it permission. Another error occurs automatically: see attached image Vortex_SkyrimSE_Error2.png. Notifications say 'Invalid primary tool', also say SKSE64 is not installed but whatever, and say 'Mods can't be deployed' and none of the fixes it suggests can be applied. Also strange: Vortex has actually created a folder in the right location: F:\Vortex Mods\skyrimse. However, the folder is empty. So it seems Vortex thinks my F: drive is actually my E: drive, but only for this particular game. FIX ATTEMPTS I have already reinstalled Skyrim SE and reinstalled Vortex. This did not fix things. HOW DO I FIX THIS?
  10. Hi all. With the Far Harbor DLC, the player gains access to the Assault Marine Armor set, which is probably the very best all-round armor set to play through the game with. It doesn't even look too bad either. My only gripe with it: after spending a lot of time making sure my character's face and hair are exactly as I want them to be... Wearing the Assault Marine Armor Helmet completely obscures the character's face and hair. Now, there is a mod out there that removes the gas mask part of the helmet and reworks the rest so that it's an open helmet that shows your character's face. It's called Marine Combat Armor Helmet - No Gas Mask (Armorsmith and Headlamp Patches Available), found here: https://www.nexusmods.com/fallout4/mods/36008. However, I'd really like to wear the best protection for my character AND be able to see their whole head. To that end, I would like a mod that makes the Assault Marine Armor Helmet invisible. (I believe it's technically an 'Assault' armor modification of 'the Marine Armor'.) That would include allowing the character's hair to show, of course (typically, equipping the armor piece will remove the character's hair entirely to prevent clipping. So, even if you just make the equipment invisible, your character's head will be forcibly bald.) If someone's up for going the extra mile, I would also love a mod that turns the entire armor set invisible, so that you can appreciate the clothing the character is wearing underneath. Since I'm not trying to mess with any other armor, I don't need some overly elaborate and sizable mods like Armorsmith Extended mixed with something or other to overhaul this and expand that... all I'm interested in is a mod that can make the Assault Marine Armor set invisible. Or, a mod that makes only the Assault Marine Armor Helmet invisible would suffice. I've looked around, but I can't find a mod that touches just that. Would anybody with the knowhow of armor mesh/texture/etc. editing be willing to create such a mod? Or if a mod that does just that already exists, that isn't buggy and/or overloaded with other s***, could someone point me to it? I'd be very grateful!
  11. Hey FrankFamily, thanks for the feedback. Luckily the OnEvent thing was just a typo on my part when making the example code, in my actual script it's correct. I adjusted it now in the original post too. The reason for a number of the redundancies is because my actual script is far more complex and elaborate and I wanted to keep some of the basic structure I'd used for that the same in the example, but it would be a waste of time to copy the entire script and explain everything about it when I just wanted to figure out a very specific aspect, for which I could use a highly simplified example segment. Basically the gist of this segment is being able to 'cash in' specific items for one specific reward item, with a higher or lower amount being awarded to the caster based on how much of the reward item is already currently in their possession. Thanks a lot for the simple example of communication between scripts - that tells me exactly the basic mechanism for what I'm trying to accomplish. I appreciate the reply!
  12. Hi all, I'm stumped. To keep the question as simple as possible, I'll present the problem and its circumstances as simple as possible. I'm trying to understand how to call a function in other another script to change a value AND then get the value back into the original script for further processing. SETUP I have created a custom Magic Effect (MyMagicEffect) to be activated from a spell. On MyMagicEffect, I've put two scripts: MyScriptEvent and MyScriptFunction. Scriptname MyScriptEvent extends activemagiceffect Type Property Item1 Auto Type Property Item2 Auto Type Property Item3 Auto Type Property Item4 Auto Int CarriedAmountItem1 Int CarriedAmountItem2 Int CarriedAmountItem3 Int RemoveAmountItem1 Int RemoveAmountItem2 Int RemoveAmountItem3 Int AddAmountItem4 Event OnEffectStart(Actor akTarget, Actor akCaster) objectReference Caster = akCaster CarriedAmountItem1 = Caster.GetItemCount(Item1) CarriedAmountItem2 = Caster.GetItemCount(Item2) CarriedAmountItem3 = Caster.GetItemCount(Item3) If Caster.GetItemCount(Item4) < 4 Function1() ElseIf Caster.GetItemCount(Item4) < 8 Function2() ElseIf Caster.GetItemCount(Item4) >= 8 Function3() EndIf If AddAmountItem4 == 0 Debug.Notification("You get nothing.") Else Caster.RemoveItem(Item1, RemoveAmountItem1, true) Caster.RemoveItem(Item2, RemoveAmountItem2, true) Caster.RemoveItem(Item3, RemoveAmountItem3, true) Caster.AddItem(Item4, AddAmountItem4, false) EndIf EndEvent Scriptname MyScriptFunction extends activemagiceffect Int CarriedAmountItem1 Int CarriedAmountItem2 Int CarriedAmountItem3 Int RemoveAmountItem1 Int RemoveAmountItem2 Int RemoveAmountItem3 Int AddAmountItem4 float AddableAmountItem4 float RemovableAmountItem1 float RemovableAmountItem2 float RemovableAmountItem3 Int WholeAddableAmountItem4 Int Function1() If CarriedAmountItem1 >= 16 AddableAmountItem4 = CarriedAmountItem1 / 16 WholeAddableAmountItem4 = AddableAmountItem4 as Int AddAmountItem4 = AddAmountItem4 + WholeAddableAmountItem4 RemoveAmountItem1 = WholeAddableAmountItem4 * 16 EndIf If CarriedAmountItem2 >= 16 AddableAmountItem4 = CarriedAmountItem2 / 16 WholeAddableAmountItem4 = AddableAmountItem4 as Int AddAmountItem4 = AddAmountItem4 + WholeAddableAmountItem4 RemoveAmountItem2 = WholeAddableAmountItem4 * 16 EndIf If CarriedAmountItem3 >= 16 AddableAmountItem4 = CarriedAmountItem3 / 16 WholeAddableAmountItem4 = AddableAmountItem4 as Int AddAmountItem4 = AddAmountItem4 + WholeAddableAmountItem4 RemoveAmountItem3 = WholeAddableAmountItem4 * 16 EndIf EndFunction Int Function2() If CarriedAmountItem1 >= 10 AddableAmountItem4 = CarriedAmountItem1 / 10 WholeAddableAmountItem4 = AddableAmountItem4 as Int AddAmountItem4 = AddAmountItem4 + WholeAddableAmountItem4 RemoveAmountItem1 = WholeAddableAmountItem4 * 10 EndIf If CarriedAmountItem2 >= 10 AddableAmountItem4 = CarriedAmountItem2 / 10 WholeAddableAmountItem4 = AddableAmountItem4 as Int AddAmountItem4 = AddAmountItem4 + WholeAddableAmountItem4 RemoveAmountItem2 = WholeAddableAmountItem4 * 10 EndIf If CarriedAmountItem3 >= 10 AddableAmountItem4 = CarriedAmountItem3 / 10 WholeAddableAmountItem4 = AddableAmountItem4 as Int AddAmountItem4 = AddAmountItem4 + WholeAddableAmountItem4 RemoveAmountItem3 = WholeAddableAmountItem4 * 10 EndIf EndFunction Int Function3() If CarriedAmountItem1 >= 4 AddableAmountItem4 = CarriedAmountItem1 / 4 WholeAddableAmountItem4 = AddableAmountItem4 as Int AddAmountItem4 = AddAmountItem4 + WholeAddableAmountItem4 RemoveAmountItem1 = WholeAddableAmountItem4 * 4 EndIf If CarriedAmountItem2 >= 4 AddableAmountItem4 = CarriedAmountItem2 / 4 WholeAddableAmountItem4 = AddableAmountItem4 as Int AddAmountItem4 = AddAmountItem4 + WholeAddableAmountItem4 RemoveAmountItem2 = WholeAddableAmountItem4 * 4 EndIf If CarriedAmountItem3 >= 4 AddableAmountItem4 = CarriedAmountItem3 / 4 WholeAddableAmountItem4 = AddableAmountItem4 as Int AddAmountItem4 = AddAmountItem4 + WholeAddableAmountItem4 RemoveAmountItem3 = WholeAddableAmountItem4 * 4 EndIf EndFunction The idea is that MyScriptEvent should activate upon the spell being cast. (1) It sets CarriedAmountItem1, CarriedAmountItem2 and CarriedAmountItem3's values based on the caster's inventory. These variables now contain the inventory values but can be used simply as values standing on their own, divorced of their specific reference to the caster. (2) With the values determined for CarriedAmountItem1, CarriedAmountItem2 and CarriedAmountItem3 respectively (and the default value for AddAmountItem4 being 0), it calls upon MyScriptFunction's functions to perform operations that result in the values for RemoveAmountItem1, RemoveAmountItem2, RemoveAmountItem3 and AddAmountItem4 being determined depending on how many Item4 the caster has in their inventory (see the conditionals in MyScriptEvent that call a specific function). (3) Taking the values for RemoveAmountItem1, RemoveAmountItem2, RemoveAmountItem3 and AddAmountItem4 created by MyScriptFunction, MyScriptEvent continues first to check if the functions did not all fail their conditionals, which would leave AddAmountItem4 at value 0. (4) If AddAmountItem4 does not equal 0, then the values for RemoveAmountItem1, RemoveAmountItem2, RemoveAmountItem3 and AddAmountItem4 that were determined by MyScriptFunction are used to remove and add those amounts of the items from/to the caster. The idea is that MyScriptFunction contains a few functions to perform simple mathematics on the initial variable values it is given, with each function only running if MyScriptEvent detects that the caster has a specific amount (range) of Item4 in their inventory. (1) For each function, it detects the values for CarriedAmountItem1, CarriedAmountItem2 and CarriedAmountItem3 given to it by MyScriptEvent, and performs operations based on those values to fill in the values for variables RemoveAmountItem1, RemoveAmountItem2, RemoveAmountItem3 and AddAmountItem4 (which need to be integers because only whole numbers of the items can be removed from or added to the caster's inventory). (2) With these variables given a new value, the function that was activated stops and MyScriptEvent takes over again, picking up the values for variables RemoveAmountItem1, RemoveAmountItem2, RemoveAmountItem3 and AddAmountItem4 that MyScriptFunction has created. TL;DR: Script 1 sets values for variables -> Script 1 calls for function in Script 2 to set new values for other variables, based on the Script 1 set variables -> Script 2 function sets values for variables and processing resumes in Script 1, based on the Script 2 set variables. I'm dumb, how do? THE BIG QUESTIONS What should I write in these scripts to make them behave the way I expect them to? And I can't divorce MyScriptEvent from MyMagicEffect since it needs the event to determine who/what the caster is, but is it necessary to attach/extend MyScriptFunction to/from something else? Specifically... A. How do I make MyScriptEvent activate the functions in MyScriptFunction? B. The moment MyScriptEvent calls to activate a function in MyScriptFunction, does it communicate the values for CarriedAmountItem1, CarriedAmountItem2 and CarriedAmountItem3 that it set automatically to MyScriptFunction as well? C. Once the activated function in MyScriptFunction has completed, are the values for RemoveAmountItem1, RemoveAmountItem2, RemoveAmountItem3 and AddAmountItem4 that it set automatically brought over to MyScriptEvent asMyScriptEvent tries to continue past the If/ElseIf Caster.GetItemCount conditional that activated the function, further performing its own functions based on those values? D. I assume I should create MyScriptFunction first and make it 'findable' before creating and compiling MyScriptEvent, since MyScriptEvent refers to it. However, it also seems like MyScriptEvent might need to be created and made 'findable' first, since MyScriptEvent has to feed values for CarriedAmountItem1, CarriedAmountItem2 and CarriedAmountItem3 into MyScriptFunction to start it off. Which is correct?
  13. Thanks again for your feedback. That's an interesting idea, but I would really like the player to be able to convert the arrows on-the-fly, so I think I'll look into using an activator object. Perhaps a consumable item that can be re-added once consumed. I'm thinking the object's consumption activates a quest (anytime it is consumed) -> that quest activates the check and conversion script -> when check and conversion are finished, the script also completes the quest and ends. I'm currently a little sick so I'll have to see when I can get to it, but I'm curious to explore in that direction.
  14. Thanks a lot for that information. I'll need to look into a whole lot more than I have, it seems... and I guess I can't really separate the question into how a trigger should work without taking into account the entirety of what the mod should do. It may seem unintuitive, but this is not exactly what I'm trying to achieve. I'm not trying to convert all arrows to as high damage arrows as possible, because I'd like to avoid, as much as possible, for any arrow type to appear in the player inventory that wasn't already there. Instead, I'd like the script to establish what is the highest damage arrow present in the inventory, and then once that is established look at each lower damage arrow type present and convert each of those present to that one, highest damage arrow type if the amount reaches the conversion threshold. Rank 1: Forsworn Arrow, Falmer Arrow Rank 2: Iron Arrow Rank 3: Steel Arrow, Ancient Nord Arrow, Riekling Spear (DLC) Rank 4: Orcish Arrow Rank 5: Dwarven Arrow, Nordic Arrow (DLC) Rank 6: Elven Arrow, Bloodcursed Elven Arrow (DLC), Sunhallowed Elven Arrow (DLC) Rank 7: Glass Arrow Rank 8: Ebony Arrow, Stalhrim Arrow (DLC) Rank 9: Daedric Arrow Rank 10: Dragonbone Arrow E.g. the script detects 6 Falmer Arrows and 1 Steel Arrow in the player inventory. The script converts the 6 Falmer Arrows into 1 additional Steel Arrow (= 4 Falmer Arrows) and leaves 2 Falmer Arrows. It does not convert the Falmer arrow to any other type (such as Iron). I'd like detection and conversion to be step-by-step if possible. As you can see, there's also multiple possible arrow types that are equivalent in damage rank, and so would theoretically all be target arrows 'to convert to'. I figured I could put a few more conversion rules in place in order to allow conversion to follow a relatively straightforward step-by-step (if... else...) branching path, and also to tackle some issues. RULES REGARDING CONVERSION TARGET: If the player has more than one type of arrow belonging to the same damage rank, and if that damage rank is the highest present in the player's inventory, then for ease of programming I propose that one arrow type will be chosen as the 'standard' conversion target (= arrow type to convert to) depending on the circumstances. Specifically... Rank 3: Steel Arrow, Ancient Nord Arrow, Riekling Spear (DLC)The Riekling Spear has inferior velocity and range to the other arrow types and should never be converted to - if the player only has this arrow type as the highest damage one, then lower damage arrow should be converted to Steel Arrows instead. If the player has some Ancient Nord Arrows (but no Steel Arrows) as their highest damage arrow, then lower damage arrows should be converted to Ancient Nord Arrows. But if the player also or exclusively has some Steel Arrows in any capacity, then lower damage arrows should be converted to Steel Arrows.Riekling Spear -> conversion target Steel ArrowRiekling Spear + Ancient Nord Arrow -> conversion target Ancient Nord ArrowRiekling Spear + Steel Arrow -> conversion target Steel ArrowAncient Nord Arrow -> conversion target Ancient Nord ArrowSteel Arrow + Ancient Nord Arrow -> conversion target Steel ArrowSteel Arrow -> conversion target Steel Arrow Rank 5: Dwarven Arrow, Nordic Arrow (DLC)If the player only has Nordic Arrows as their highest damage arrow, then lower damage arrows should be converted to Nordic Arrows. However, if the player also (or exclusively) has some Dwarven Arrows, then lower damage arrows should be converted to Dwarven Arrows.Nordic Arrow -> conversion target Nordic ArrowNordic Arrow + Dwarven Arrow -> conversion target Dwarven ArrowDwarven Arrow -> conversion target Dwarven Arrow Rank 6: Elven Arrow, Bloodcursed Elven Arrow (DLC), Sunhallowed Elven Arrow (DLC)Elven Arrows can always be converted to the Bloodcursed or Sunhallowed variants by NPCs from the DLC if the player wants it. Thus, if the player has any arrow type from this rank as their highest damage arrow(s), lower damage arrows should always only be converted to Elven Arrows.Any arrow(s) of this rank -> conversion target Elven Arrow Rank 8: Ebony Arrow, Stalhrim Arrow (DLC)f the player only has Stalhrim Arrows as their highest damage arrow, then lower damage arrows should be converted to Stalhrim Arrows. However, if the player also (or exclusively) has some Ebony Arrows, then lower damage arrows should be converted to Ebony Arrows.Stalhrim Arrow -> conversion target Stalhrim ArrowStalhrim Arrow + Ebony Arrow -> conversion target Ebony ArrowEbony Arrow -> conversion target Ebony Arrow I've made an overview of the steps the script would have to walk through in a mindmap software, and exported it to an HTML file that can be viewed in the attachment. Let me know if doing it the 'logical' way I've written out in the overview would be completely idiotic. :tongue: This is however an incredibly important note that I hadn't considered yet. Very valuable feedback as well... now I'm considering perhaps the trigger should not be linked to an event upon an item being added, but perhaps it would be much safer to give the player a manual or semi-manual trigger of some sort to have more control over when and how many times the script activates that isn't during processing-intensive / interface-screwy moments. I'm thinking perhaps it is better to instead give the player an activation item that they must use in order to activate the conversion... that way, they should just be in their own regular inventory menu and nothing else. Perhaps also, the plugin could check how many arrows of each type are left in the player inventory once it has removed the lower damage arrows for conversion (counting up the total amount of high damage arrows it is going to add to the player), and based on that, can increase the conversion rate. So, if the player is left with very few arrows, then instead of awarding 1 high damage arrow per x amount of this arrow and y amount of that arrow, it can award up to 5 or 10 high damage arrows per ..., scaling higher the lower the player arrow count it detects is. This would prevent a player having 250 arrows in their inventory one moment to get only 20 total arrows the next because they are all converted away to a single, much higher damage arrow type.
  15. Hello all, I've made a few basic mods in Skyrim's Creation Kit that modified items and item lists, but now I wanted to dig into making a scripted mod. I've never used scripting before and I have to say the amount of material on it is very overwhelming... and the amount of topics that are 'kinda sorta but not really' about what I want to achieve just end up making me more uncertain. So, I figured I'd ask for help directly. For info, the general idea of my mod is: I'd like low damage arrows in the player inventory to automatically be converted over to the highest damage arrow present in the player inventory, according to the conversion rate below. 1 Dragonbone Arrow = 2 Daedric Arrow = 4 Ebony Arrow (or Stalhrim Arrow) = 8 Glass Arrow = 16 Elven Arrow (or variant) = 32 Dwarven Arrow (or Nordic Arrow) = 64 Orcish Arrow = 128 Steel Arrow (or Ancient Nord Arrow/Riekling Spear) = 256 Iron Arrow = 512 Falmer Arrow (or Forsworn Arrow) I started this topic specifically based on the fact that I want a script to run whenever one of the aforementioned types of arrows is added to the player inventory. The script should then check how many of each arrow type the player has in their inventory, and whether they have enough of said arrows that a conversion can occur. As a side note, I foresee several challenges with the general concept and I know that the mod will need tweaking and testing. Right now I am only interested in learning how best to go about creating such a trigger. Goals: - The trigger should only activate if one or more Daedric Arrow, Ebony Arrow, Stalhrim Arrow, Glass Arrow, Elven Arrow, Bloodcursed Elven Arrow, Sunhallowed Elven Arrow, Dwarven Arrow, Nordic Arrow, Orcish Arrow, Steel Arrow, Ancient Nord Arrow, Riekling Spear, Iron Arrow, Falmer Arrow, or Forsworn Arrow are added to the player inventory. No other items should cause the script to activate. - The script should perform that trigger check every time one of those items is added to the player inventory (repeatable!). Questions/Remarks: - I would like to create the mod using only CreationKit. Is this feasible or is SKSE is necessary for this kind of functionality? - Is it necessary to create a quest to support the scripting? I'm hesitant to add this because I feel like it creates the possibility for missing data to stay behind floating in someone's savegame if they remove the mod - I just like to keep things clean. Can the script be attached to an object and asked to run when an event occurs instead, without the need for a dummy quest? - Should the trigger (if item added to inventory) and the rest of the steps (item count check / conversion of items) all be split up into separate scripts each somehow linking to each other, or can all of the coding be put into one big script ((Event - check - action) attached directly to the player inventory, or indirectly to a reference that forwards to the player inventory? - Please share example coding schemes if you are willing, and please be as descriptive as possible on the steps to take since it's easy to skip ahead in your mind when you already know how it works, but... I really, really don't know very much just yet. It's not even really clear to me how I should begin.
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