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Taylor7500

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  1. Thanks for the info, WhiteWolf. I may well give that a go. Probably a naive question, but is that sort of workaround way suitably efficient that if I ever release it into the world (admittedly as a noob to modding) I'm unlikely to get complaints of script bloat and similar? I did try to look into the quest fragment stuff, and it did look promising, however as far as I know I need to use the GetActorBase() function to be able to set the target as protected, and that is a function in Actor and I couldn't find a way to add a alias of or reference to the target which the fragments would be able to use, and which extended Actor. That could well just be my naivete in all this modding, though. Anyway, I'll give that a go and see if I can get it working that way.
  2. Currently extending Quest, but if it's better to extend something else I'd be happy to. I'll look into fragments for quest stages, thanks.
  3. Apologies if I'm asking a naive question, but I've looked all over and not found any kind of answer. I'm looking to run a very simple one-line piece of script code at a particular stage in one of the vanilla quests. What is the syntax to do so? For reference, I want to remove protected status from the 5 or so Dark Brotherhood targets who are set to protected. I like setting up indirect kills such as frenzying the target so they end up killed by their own men, but protected status stops that from being possible. I figure (and correct me if I'm wrong) that the safest way to do that for gameplay and general compatibility with other mods would be to run a quick script to set protected status to false when the player is given the task to kill them, attached to that particular quest. My guess is that this means that any other mod which alters the base actor (and I already have one or two in my load order) won't conflict with it, and it'll continue to prevent them from dying an accidental death before the contract as Bethesda intended. My script so far (attached to the contract quest) is very simple. I used Event OnInit() MyActor.GetActorBase().SetProtected(false) EndEventHowever I found that removed protected status from the NPC without having started the quest, and I assume that's down to the OnInit() Event just setting it to run as soon as the game is started. So, what is the best way to fire the SetProtected line at a particular quest stage?
  4. I came across the Pull Mastery Mod which adds a series of spells which can be used to grapple up to the target area, however I was wondering if it's possible to have a similar effect applied to arrows, rather than a spell. Sorry if this is simple, just my ability with Skyrim modding is almost non-existent.
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