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Haravikk

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Everything posted by Haravikk

  1. Aha! I'm using the wrong tool then, that makes sense; I'll have a try with a FormList then, thanks!
  2. So basically I'm making a mod that changes the race of arbitrary NPCs in order to significantly alter their appearance (different model and textures). This works fine, however, I'm currently working on an MCM menu for it, and I'm thinking that I ought to handle cases where a user wishes to uninstall my mod. I'm assuming that uninstalling a custom race that vanilla NPCs are set to will be bad-news (unless Skyrim knows to reset them?) so I'm thinking I need a way to iterate through changed NPCs in order to change them back; even if this isn't actually needed for uninstalling, I figure I should have a cleaning function anyway if a player wants to essentially reset the mod. Anyway, when I change an NPC, in addition to calling .SetRace() I also add them to a custom faction, which I thought might make it easier to find them again, but I can't see a way to do this. Is it possible to iterate all members of a faction (no matter where they are)? If not, are there any alternative methods that I can use to iterate all NPCs that I've changed so I can change them back?
  3. Are there any good examples anywhere of how to do what you're describing, or mods with quests I could look at to see how this is done exactly? I've managed to get my mod working with the global variables; they may be something worth avoiding where possible, but they're dead easy to use ;) You're right though that I'd rather avoid them if I can, as in future it would be better if I could use a bitfield/Int actually, so I'm interested to know how to do this the right way. But I'm just not sure what exactly you're describing; are you talking about adding dialogue menus via script rather than through conditions? Some examples or code snippets would really help.
  4. In this specific case I don't think there should be any problem with just calling the function each time, it's not a demanding function and the dialogue is fairly superficial, though I do have another possible case that may be better tracked per-actor somehow so information about that would be great too!
  5. So I'm taking my first foray into making a mod with dialogue. Unfortunately, and somewhat typically for me, what I want to do isn't covered by any of the dialogue tutorials I could find :smile: Basically, what I need to do is somehow make my dialogue branches dependent upon the result of a global function. Essentially, if it returns true, some options will be shown, while if it's false some other options are shown, all organised under a single opening branch. Unfortunately the function is Actor dependent, so I can't fudge it using quest stages or such, as the check needs to be made for every matching NPC the player might speak to. So, with that in mind, what is the best way to do something like this? If there any existing Skyrim quests, or mod quests, that do something like this then feel free to let me know; I don't mind poking around myself to figure it out. If however someone does feel compelled to summarise the steps involved, please bear in mind that although I'm a programmer by trade, I am totally new to Papyrus, so while I have the syntax down, the API and organisation of scripts is another matter! Also, on a related note, is "the dialogue bug" still a problem with the latest version of Skyrim? I was going to make my "quest" one started by default, but it's not crucial for it to be active during Helgen for example.
  6. Okay, so I recently installed the Enhanced Lights and FX mod and am loving the darker, more claustrophobic dungeons, however, like many players I'm finding that keeping a torch active in place of a shield makes things difficult, and I'm not playing a mage at present so candlelight isn't really a good option. So I opted to install the Wearable Lanterns mod, which again is good, but the light it casts has a limited area, so only helps to a small degree. But it got me to thinking; what would really be better is the ability to throw a lit torch into a dark area in order to illuminate it ahead of you, allowing you to fight around it and just pick it up when you're ready to proceed. Basically it'd an alternative to the magelight spell for non-mage characters. I haven't been able to find a mod that does exactly this so I thought I'd post this request; if anything like this does already exist though then I'd love a link to it! I did find a mod to drop lit torches, but this isn't really the same thing, as dropping a torch then attempting to smack or unrelenting force it down a dark corridor isn't the stealthiest way to go about illuminating an area :D Regarding implementation, I was thinking of simply creating a lesser power that, when used, would remove a torch from inventory, and throw it, lit, a short distance ahead of the player. This would be in preference to trying to modify the torches in any way, or using some weird control scheme to throw an equipped torch (as players may still want to use a torch normally). If there's a throwing animation, or a spell-casting animation that looks appropriate, then I'd maybe try to use that in favour of the torch simply flying out of the player's inventory under its own power, and would limit the ability such that it can't be used while the player is doing something else (shouting, attacking etc.) Anyway, if any modders do look at this, if you have any advice on what this would require and where I should start, then I'd greatly appreciate the input. Of course, if anyone wants to just to do it for me I won't say no ;)
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