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HiveMaster

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  1. Wow...that works perfectly! Thank you! To answer your previous question, I am just adding the two lines in the fragment window without opening the script. I just included the whole thing for the sake of completeness. Of course I've got to add and define the Faction and Actor properties in the properties window, but still not opening the script itself. So yes, thanks again! I guess this won't necessarily be compatible with another mod that alters the Investing mechanic in a similar way, but that's got to be a pretty tiny category. Sweet!
  2. So I guess my biggest question, just to lead off, would be: Is editing a vanilla quest's Papyrus script fragment as much of a faux pas as editing a full vanilla script? To elaborate. The mod I'm working on adds a faction to all investable merchants in the game. When said merchants are invested in, I need their rank in that new faction to go from 0 to 1. I can make this work perfectly if I alter the merchant's script fragment in their particular entry in the Player Directory of the PerkInvestor quest. But that seems like a no-no, so I've experimented with a child script. So using Balimund (my most frequent guinea pig for this mod) as an example, his papyrus fragment is: So I then attach a new script to the TopicInfo for that same dialogue option that runs: So of course I set the value for 'PerkInvestorBalimundGV' to the same value as the vanilla script fragment. HMFaction is set to the new faction in question, HMVendor1 is Balimund and HMVendor2 is Asbjorn, since I want the effect to continue working even if Balimund is killed and Asbjorn takes his place. But then I go in and test it out, and while the basic functions of Investing still work, Balimund's rank in the new faction doesn't change. So I figure I'm missing something pretty fundamental about Papyrus Fragments, or Child scripts, or probably more likely, BOTH. If anyone can tell me what terribly obvious mistake(s) I'm making here, I would indeed be much obliged!
  3. So I've go this mod that's 90-95% finished. What it basically does is; 1) DRASTICALLY reduce the amount of gold vendors will purchase all items for, and 2) alter the amount a merchant will buy things for based on how much base vendor gold they have. So a merchant with 1000 gold will buy an item for twice as much as one with 500, and if you have the Master Trader perk, you'll get more for it, and if you Invest in a particular merchant, more still. It works well, and as I said, it's nearly good to go, but the mod relies on all the merchants in the game being placed in one of several new factions, based on their gold amount. So as it stands, it will only work on new games. I could, of course, go into the MCM script and make adding every merchant in the game into their respective factions part of the startup procedure, but I'm not really too excited about doing that. It seems to me that since a main point of the mod is to greatly reduce the amount of gold you get from vendors, you'd really want it running from the get-go anyway, but I'm afraid I might just be rationalizing due to laziness. So I thought I'd get some opinions on the subject. So, should I make the mod able to work on an existing save? Or will most people just use it on new playthroughs, and going through the trouble would be kind of pointless? Thanks for your time!
  4. Well jeez, testing it on a new game rather than a save game, that seems to work just fine! I wasted a lot of time pounding my head against that wall. Thanks lofgren!
  5. lofgren- As a matter of fact, I am testing on a save game. I didn't know that would make a difference. So if I stared a new game with the mod on, you think the NPCs would be in the new faction? I'll test that! KaelVirum- That is good to know, but it doesn't really apply to what I'm working on, I'm afraid. In a nutshell, what I'm working on is a mod that uses a system of perks to alter merchants' buying prices based on how much base gold the merchant has. So a merchant who has 1000 gold will pay you more for an item than one that has 750. That's simple enough, but I'd also like the buying prices to change when you invest in a particular merchant. I can make that work by making the perk dependent on the Global that changes when you invest in a particular merchant, but that's going to involve making a separate perk (or perk entry) for every investable merchant in the game. Which is doable, I suppose, but it seems cumbersome. What I'd like to do is put all of the investable merchants with, for example, 1000 gold in a new faction, and have the dialogue to invest in each of them increase their rank in that faction. Then I can have the modified sell prices be dependant on their rank in the faction with GetFactionRank. But of course, the game has to recognize them as being in the faction for it to work! But if they'll be in the new faction for a new game, as lofgren seems to be indicating, and not the old save game I've been testing on, then problem solved!
  6. As the title suggests, I'm working on a mod that involves adding a new faction of my creation to NPCs that already exist in the world. But it doesn't seem to be working...in the CK, the faction is clearly listed in that Actor's Factions and Ranks list, but in game, they aren't in the faction at all. Using the console, GetInFaction returns 0, and, most puzzling of all, GetFactionRank returns -2.00 for all NPCs, even ones that don't have the faction in their list in the CK. My understanding was that even if a character wasn't in a faction, GetFactionRank should return -1.00. I can use addfac in the console to add the NPCs to the faction manually, but I don't understand why they're not in the faction to start, if it's in their Factions and Ranks list. Clearly, I'm doing something wrong, I just haven't been able to find what that is. Could anyone tell me, please?
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