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Sostratus

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  1. I have no problem with a "no free trials" policy, but please do not disallow patches. There's already a lot of great work here making compatibility patches and that should not be destroyed.
  2. The weapons given to you when you become thane (e.g. Blade of <hold>) often are pretty bad. It would be nice to just reload and see if you get a better one. But this is usually not practical because this random determination is made when the quest starts, which may be a long time before you finish it. This also means it may have generated for a much lower level than you are now. I have what I think/hope is a very simple mod idea: a script modification to regenerate this item right before it is given to you. I'd like to make it myself even, but I'm new to this and don't understand scripting very well yet. For example lets look at the Haafingar thane quest, which is internally called "favor252". The thane weapon is created immediately when the quest begins by the non-optional quest alias "JarlWeapon". The weapon is then enabled and given to the player with a papyrus fragment attached to quest stage 25. Is there few lines of script that could be inserted before the item is given to the player to regenerate it? If I understand it correctly, I could use Alias_JarlWeapon.ForceRefTo(new weapon reference) to change the alias to the new weapon. But I'm not sure how to generate that new weapon without another quest alias (which leads us back to where we started). Also I don't know if the original disabled weapon needs to be deleted somehow. Also I'm not sure if there are any best practices to be aware of here when modifying a base game quest script so as to minimize conflicts. Most tutorials assume you are making something new and independent. Thank you for any help! Edit: I've tried to do some very small scale testing with scripting around leveled items and it's not going well. I can't seem to figure out functioning syntax for a script handling leveled items. The documentation says it should work, the script compiles, but then it doesn't work. However in the meantime I figured out that restarting the quest through the console and deleting the still disabled reward weapon will cause the quest to restart without issue and generate a new weapon. That's not nearly as elegant as a mod that makes the desired behavior seamless, but it's enough to sap my motivation to investigate further. I might return to it if I get any tips that help me move the project forward.
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