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SevenBlue

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Everything posted by SevenBlue

  1. Have you looked into Familiar Faces?
  2. So I'm juggling a couple of projects each of which requires me to add items to a formlist. So I was wondering what the best way of "throttling" item distribution was? My research tells me not to add them to form lists directly because incompatibilities and that scripting in the solution, but I haven't been able to dig up exact methods. Item 1, A series of specific items to add to a vendor that they will only have one of. Essentially a token to allow the purchase of "upgrades" for a player home. Item 2, adding a new alchemy ingredient (for my simple skooma mod) to leveled lists, merchant lists, and so forth so specific vendors and types of enemies might drop it. Bandits and Khajitt caravans for instance.
  3. I could kiss you right now sir, madame, or your pronoun of choice. I could kiss you full on the lips. A thousand thank yous! It's working flawlessly!
  4. New rule. I'm not allowed to try and script when I can't even think straight. I managed to get the script to compile somewhere I made a mistake because the quest script is still not dropping the item into their inventories when they meet the parameters. I know the script is running because of the wild wasteland message, I know they are in the correct faction as I checked with console commands, I know the item is in the game properly because I spawned it with console commands into my inventory and into theirs just to see if I could. So I'm genuinely stumped, I even tried running the int: Formtype as 200 instead of 42. Here's what I got. scn SBPowderGangerDropScript ;Start game enabled, Quest delay 1 second ;Everywhere the player goes, dead and killed npcs will get updated ;Requires NVSE ref rTarget short iDoOnce BEGIN GameMode showmessage WildWastelandMessage set rTarget to GetFirstRef 42 1 0 ; NPC 1 cell deep. Label 10 if rTarget if (rTarget.GetDisabled) else if (rTarget.GetDead == 1) if (rTarget.Getinfaction SBPowderGangerBountyFaction == 1) if (rTarget iDoOnce == 0) rTarget.AddItem SBPGFinger 1 Set iDoOnce to + 1 else endif endif endif endif set rTarget to Pencil01 set rTarget to GetNextRef Goto 10 endif END And no rush, I just appreciate having someone help out!
  5. It's a quest script, runs every second while the quest is active. Instead of a an option to cut the finger off when the player loots the body, the finger just drops into their inventory as soon as the script registers that they meet the conditions. Sorry I should have mentioned it was a quest script, oversight on my part.
  6. Yeah I decided to give the SE method a try, I'll give it a test run when I finish setting up my load order later tonight. Thank you so much for your assistance so far, you've been an enormous help getting me on the right track! Edit: Alright I've been adjusting and tweaking this code for a few hours now, and I can't quite make it drop a single finger and move on. This is it's current incarnation but it won't even save at this juncture and I am too weak and broken spiritually and mentally to keep being independent and now beg for your help. scn SBPowderGangerDropScript ;Start game enabled, Quest delay 1 second ;Everywhere the player goes, dead and killed npcs will get updated ;Requires NVSE ref rTarget int DoOnce BEGIN GameMode showmessage WildWastelandMessage set rTarget to GetFirstRef 42 1 0 ; NPC 1 cell deep. Label 10 if rTarget if (rTarget.GetDisabled) else if (rTarget.GetDead) (rTarget.DoOnce == 0 (rTarget.GetInFaction SBPowderGangerBountyFaction == 1) rTarget.Setdoonce to 1 rTarget.AddItem SBPGFinger 1 ;A form list of all the items I want added else set rTarget to Pencil01 set rTarget to GetNextRef Goto 10 endif END GameModeEdit 2: The wild wasteland message is just there because I wasn't actually sure the script was running at one point. It was but the Powder Ganger spawners needed to have "use factions" turned on for the gangers to actually be in the proper faction I added. (I think)
  7. There are a few tools that can help you with grammar, heavens knows I lean on them heavily. Grammarly is pretty well regarded and there are free versions of their plugins. Tone Analyser while not strictly grammar related, can be very useful and changing the tone of dialogue coming from different characters or sources. I'd offer to proof read your stuff, but it would just be the blind leading the blind honestly.
  8. Thank you, your advice for the switch worked like a charm. I didn't realize I was messing up the command. I mean, well obviously otherwise I wouldn't needed to have asked. Your advice on the finger drop didn't work out though, turns out you can't use variables in perk entry activate scripts. I've done some poking and discovered some methods I could use to work around that. 1. I could go with my original plan of removing the actor from the faction once the finger has been collected, thus removing one of the conditions needed to collect the finger. My concern with this is I won't be able to work the script so that the actor gets removed from the faction, and not the base object it's pulled from. Since this is intended to work on respawning enemies that would be counter productive. 2. An invisible explosion effect could be placed on the player so that any dead bodies in a certain radius are checked to see they meet the prerequisites before a finger is added to their inventory. With this method it would probably be easier to set up a variable. 3. Issue could be resolved with the use of NVSE as lined out in this post by rickerhk which seems the cleanest but I'm reluctant to make NVSE a requirement for such a minor mod. In your opinion, which avenue do you suggest I pursue?
  9. New problem to add to the list if anyone can help. I'm trying to write a basic code that will will turn on a light, and switch on a noise when the player presses a button, and turn them back off again if they press the button a second time. Want to make sure I understand the core concept of linking multiple items to a single ref before I try anything more ambitious. I have the light and the noise linked to an x marker as their parent. But when I try and save the actual switch script on the activator I get the following error message. (I'm using GECK, PowerUp's update by hlp) Script below scn SBSwitchScript Begin OnActivate If (SBXSwitchRef.GetDisabled == 1) set SBXSwitchRef.Enable Else set SBXSwitchRef.Disable EndIf EndIf anyone could provide insight into what I'm doing wrong it would be greatly appreciated, I can't for the life of me figure it out. Any guidance on my finger drop problem (I'm trying to hobble together an altered version of Lawbringer from FO3) I would value that highly.
  10. I'm attempting to make a bounty mod in the style of the Lawbringer perk from fallout 3 The way I'm handling it is you can only start collecting fingers from a faction once you know that there is a bounty on them. So picking up a note will give the player the perk "Bounty: Powder Gangers" for example. Conditions Target: GetInFaction=7BPowderGangerBounty, GetDead=Dead Activate-Add Activate Choice- Cut off finger Player.AddItem 7BPowderGangerFinger 1 Target. Removefromfaction7BPowderGangerBounty I've added all the necessary generic powder gangers to the faction, but as it stands the player would be able to harvest unlimited fingers from one powder ganger corpse. I looked around for how to add a custom condition function but wasn't able to find anything. Does anyone have any suggestions?
  11. Sorry that this reply is a few days late but to answer your question; Yes, this tutorial works with any game that NMM can manage mods for (Fallout 3, Fallout New Vegas, Skyrim, Fallout 4, ect.) It's all good in the hood, and thanks! I just wanted to be sure I wasn't going to assassinate anyone's computer.
  12. Thank you! I've spent the past few days cramming knowledge into my brain like sand into an empty coconut with a hole in it! Care to partake in a friendly fiddling contest?
  13. Hello there, I'm working on an update for my mod Simple Skooma and I wanted to include optional features via fomod installer. Specifically I wanted to add the following options. Recipe for Bloodwater Skooma, so users would be able to download the main mod even if they don't have Dawnguard. Growable Moonsugar plants, not lore friendly so I want to give the users the option to not include it. A recipe pack for non-vanilla Skooma varients. A patch for iNeed compatibility. The easiest way to add Balmorra blue and Double Distilled Skooma without interfering with their respective quests would be to add clones of the items under different IDs, which in turn would mean they wouldn't include alterations made by iNeed. So those are 3 potential extra esps, so what I want to know is it possible to code the installer in such a way that when adding the mod with multiple options, it fuses the esp files into one, so that Simple Skooma doesn't bloat the load order? Thank you in advance, and I sincerely apologize if the answer is stupidly obvious or easy as heck to find. I did extensive google and nexus searches and came up with zip.
  14. Man I wish they attached patch notes to the actual file. I tried google and the Bethesda website but ended up finding what I needed on the Nexus.
  15. I need voice samples if you have any. Thanks :smile: The only one of these I am satisfied with is the Khajit, my nord is particularly dreadful.
  16. I need voice samples if you have any. Thanks :smile: Oh of course! Sorry first time doing this on the nexus. All I have is an old voice real for commercial work but that's ancient. I'll record some new material for you within 24 hours.
  17. If you are still looking, I'm interested in auditioning. I'm male, 25, deep voice.
  18. I'm sorry if this annoyingly simple, but I wasn't able to find the answers elsewhere. A. Would this method work with a Skyrim mod, or would it require some kind of changes? B. Would there be a way for the installer to combine the options into a single plugin, so that I don't bloat the players with too many plugins? I'm sorry if you went over exactly one of or both of those questions in the main bulk of the text. If you did I missed it completely and utterly and offer you a thousand apologies. But I found your tutorial to be very informative and well written. It will certainly help me for the 2,0 of my first mod. Thank you so much!
  19. Please allow me to introduce myself, I am a man without wealth, but with taste. I've been around for a few years now, stolen many a man's kill or loot. I was around when Nintendo had their moment of doubt and pain....damn can't think of anything that fits the next line. Anyway Hello. Just decided to dip my toes into modding and I'm going to be popping in and out of the forums as I inevitably bite off more then I can chew with a project. That's all I can think of to say for now really. Hope you guessed my name.
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