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skinnytecboy

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Posts posted by skinnytecboy

  1. Hello my fellow makers and shakers. A moment of your time if you please my friends.

     

    So, lately I've been pondering about revitalising the old man in a brand spanking new version (version 3).

     

    Why? You may ask..

     

    I made Ben sometime ago when my scripting and quest writing skills were only just starting out and as a result, some of his inner workings are a lot less refined than they could be. Additionally, I'm a better modder now than I was then (thanks to being schooled by the creation club team).

     

    Re-Creating Ben would not only allow me to really improve him, but would also allow me to throw in a couple of new side quest ideas that I've had for a while now. Also, it would allow me to incorporate your suggestions too, which is why I thought I'd make this post.

     

    Question: What functions would you like to be added to Benjamin Doon?

     

    Here's some of my ideas:

    • Re Record all dialogue (his current version has various quality recordings that annoy me)
    • Book readings will be run with scenes - allowing the player to move about while Ben reads (make him like a Jukebox :ermm: )
    • Ben will learn spells
    • Ben will learn more books
    • Ben will have more quests
    • Ben will be main quest aware.

    If would be great if you could let me know your thoughts here friends

     

    regards

     

    Skinny

  2. Just to check; you donât have the script name pasted in there twice do you (as in your example above)

     

    Scriptname SQWineQuestAddItemScript

     

    Scriptname SQWineQuestItemAdd extends ReferenceAlias

     

    Quick tip: when you get compile errors, there are numbers beside each error. These number relate to the line of script where your error is. 6 = the sixth line of script for example.

     

    Script name EndOfFunction tells me that the script doesnât know what itâs extending

  3. Yes. There are several options there. The easiest is to create a faction that is hostile to player, and add your npc to the faction via script MyActorRef.AddToFaction(MyFaction).

     

    Alternatively you can script the npc attributes, altering their aggressive level and whatnot. I thoroughly recommend the wiki. https://www.creationkit.com/index.php?title=SetPlayerEnemy_-_Faction

     

    I quite often browse there for answers and even out of curiosity. Once you start to grasp that aliases, objects and actors all have different functions associated with them independently, youâll start flying.

     

    Events (when this happens.. for example OnRead())

     

    Function (Do something.. for example.. Setstage())

     

    Property ( the thing I am doing the thing with or to.. for example MyQuest)

  4. If I am reading correctly, you are simply using aliases for quest markers? Therefore simply place your objects in the world and check them as âdisabledâ. Then in your script attached to quest stage or the note read, simply create an object reference property for each that points to them (mysword for example) and use the script mysword.enable()

     

    For your aliases, simply change them also to object references

     

    Regards

     

    Skinny

  5. Not sure why you can't drag and drop your npc into a chosen game cell, but oh well..

     

    If i wanted to add a npc to the game without even touching a cell, i would use a quest script to do so rather like this:

     

    https://forums.nexusmods.com/index.php?/topic/558795-script-tutorial-script-initialization-on-game-load/

     

    The above tutorial is a method to start a a script on game start up that can be used for anything; starting a quest, checking stats... or even moving things in to game.

     

    I would just add a line that plonks my npc right next to the player (or other reference).

     

    Like the linked tutorial, create a quest with 2 quest stages (0 and 10). The quest stages will stop your script firing with every game load.

     

    My script would look like this:

     

     

    Actorbase property MyNpc auto

    Quest Property MyQuest auto

     

    Function WhateverICallIt()

    If (myquest.getstage() ==0)

    Game.GetPlayer().placeatme(MyNpc)

    MyQuest.setstage(10)

    Else

    ; do nothing because we already did our thing

     

    Endif

    EndFunction

     

    P.s. if you're really struggling with scripts, don't panic.. it will come in the end. I made a little tute a while back that might help https://youtu.be/mVDwLWkASgA

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