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Everything posted by cfh85
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the summon, is it created in the construction kit or in game? My summon mod was for creating summons in game by cloning existing actors, which is very different from if you, the modder, has already decided on what the summon actor will be.
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the NPCs wont use it as you're not actually picking the stones up. They've been replaced by activators (which I assume add the stone to the PC's inventory, then probably disable themselves), so NPCs wouldn't realise to use them
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The estate is not about generating gold. It's about so much more. It will feature a lot of extra staff that won't be factored in to the running cost. Such as horse trainers, a smith, prison guards(you'll be able to arrest people and capture slaves), a wizard scholar (this is the single most important character in my opinion) and up to 30 companions. Plus then the cost of bribes and spies as part of the politics section. I'm not really about quests (although there will be one to acquire the estate) as I'm not really a story teller. I have got a lot of spells to add that will change the way you play the game. And the companions are already much more than vanilla companions in terms of their use (though not yet fleshed out) The addiction system is something that will give a more unpredictable element to the game (with an option to confine it to the island). There will be a major kind of quest though - to get the 3 cities to acknowledge your lordship of the island. Each city will use a different political structure. A voted council/ merchant families where wealth talks (which is why the business of the estate will be important)/ tribal system where the strong has control (you won't be able to win on your own and the stronger the group you join, the less influence your strength will get you) The NPC's personality will have several attributes. Such as loyalty, addiction, greed etc. No ones attributes will be set, they will have a range to randomly start between. As with real people those attributes can change due to outside influence - other NPCs, the PC, the financial ruin you've brought down upon them. I think to help manage the profit issue I may give several NPC's a proportion of profits to their pay. What ever I do, a fully staffed Estate with a full compliment of guests having a feast should lose money (or at least eat in to the Estates produce reserves drastically)
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Okay, I was trying to not be too in depth. I suppose I should explain the mod a bit better. It involves an island, on the island the PC will gain Lordship of an estate (through a quest). So upgrades for the estate (each component and sub-component needs to be purchased Livestock FarmCrop FarmOrchardVineyard - grows grapes etc and makes wines, mead, ciders and brandysMill - makes flourPlantation - grows tobacco and makes different quality brands (I'm integrating a smoking mod as part of an addiction system)Garden - focus's on alchemy ingredients that would suit a gardenHunter's LodgeKitchen These are the components which when completed would make money (in addition to the restored fishing village and mining village). Some of the food and drink make will be consumed by the staff of the estate. So assuming minimum consumption - lowest feeding level and no extra employees or guests to feed, what would be a good amount of profit to make from the Estate each day? At full capacity the Estate is not intended to make any money, it offers a lot of features and bonus' to work with the companion side of the mod, amongst a lot of other features
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should my estate earn per day? The mod I'm working on features, among many other things, an estate that produces much food and drink. The problem is with getting the balance right. At maximum output, and minimum consumption (the workers need feeding) how much should it earn? There are options for increased feeding with increased benefits, but I figure feasts should be a rare thing that should usually cost. In addition the estate creates fancy drinks and tobacco to sell, but that's a different matter because it will be intended to involve active diplomacy and negotiations to get the price up. Also, the island the estate is on features a fishing and a mining village which will require investment. What sort of return, in taxs, would people like to see from them? And there are three cities, though gaining command of them wont result in any taxs, but other perks instead.
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I thought so. It's been years since I spent any real time working on mods so I've forgotten most of what I learnt
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What sort of memory does a quest script have? Will it retain changes made if the game is saved and exited?
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I don't think it's launching at all. When I use the batch file it simply starts the vanilla CS
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Okay, teleport marker problem fixed... being an idiot - didn't have the the view marker tab ticked under "view" still can't get the CSE to work. It just starts up the vanilla CS.
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I'm going to uninstall CSE and CS and try from scratch, however I'm sure I followed the manual. I'n regards to the teleport markers, there are two buttons, one to teleport to the linked door, and the other to move the marker. Both buttons are teleporting me to the target door
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I installed the CSE as per the instruction and it just wont run. It starts up the vanilla CS instead. I'm running Windows 10. Also, for some reason I can't edit the door markers. When I select to edit them it just teleports me to the linked door. Any help on either matter would be appreciated CFH
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I install CSE as per the instruction and it just wont run. It starts up the vanilla CS instead. I'm running Windows 10. Also, for some reason I can't edit the door markers. When I select to edit them it just teleports me to the linked door. Any help on either matter would be appreciated CFH
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Blockhead not working with CSE
cfh85 replied to Deleted35174150User's topic in Oblivion's Mod troubleshooting
Are you sure CSE is running? I've tried to install CSE and even though I use the CSE batch file it's still just runs vanilla CS, so maybe that's your problem? -
Making Custom Placable (In-Game) Containers For Sale
cfh85 replied to jwoltz's topic in Oblivion's Classic Discussion
switch the item for a container when its dropped from your inventory maybe. you could also add a script to make it open a container someplace else when you activate it, that however wont work with NPCs- 2 replies
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- modding
- containers
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right. This is the last time I'm posting on this, as I'm pretty sure you are beyond helping. I've provided 2 scripts, one that needs a little work because it does it differently, the other should work as is. "In regards to the problem if you have a bow or staff equipped, there is bound to be some bugs that either will have to be ironed out leading into the final release" I've already ironed it out. It's taken more time trying to explain to you than it took to create the mod.
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step 1. press the show button on my post above. step 2. copy and paste the script into the cs step 3. set the script as a quest script step 4. attach said script to newly created quest step 5. save Done. press the down key. it will change 1h blade to 2h blade, 2h blade to 1h blade, 1h blunt to 2h blunt, 2h blunt to 1h blunt. It will also unequip any shield.
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right then, your script so far is junk. As I said, refs and shorts should not be inside begin/end blocks. What happens if you press the button while you have a blunt equipped, or bow, or staff... oops. Also, are you planning on have 4 scripts using 4 keys? The second, stripped down script is the one you'll probably use. The original script I thinks is way beyond your abilities. You need to spend a lot more time learning about scripting If you read my scripts you should have noticed I use IsKeyPressed3
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This is a stripped down version, it will edit the base weapon, which I don't recommend It checks that there is a weapon equipped, if it is either a 1/2 hand blade/blunt and changes the 1/2 hand part. It also unequips any shields when go 1 hand to 2 hand. Also, I'm using "isKeyPressed MyKey" instead of "isKeyPressed 208" because it makes it easier to edit the key choice at a later date
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don't put your refs and shorts inside of begin/end blocks. Also, what checks do you have to decide if the weapon is currently 1h or 2h, and then change it as required. Is this the full script that you posted? I've created a script that should work as I described before. It doesn't change the speed or damage yet - easy part. For some reason my CS won't save it, though it isn't showing any errors. IF it is working all it needs is four new weapons and a quest It doesn't remove the original from the player, it just makes it non playable and weightless. The weapons that get added SHOULD be exact copies except for the value and I need to add in to copy over any scripts Important note with gamemode blocktypes, use return often. Also structure your scripts to keep the heaviest part at the end, hopefully after several returns, to stop it from being read when not needed. Those reducing lag. The Script below has four conditions 1 - Key is pressed, but this is the first time the script has registered it in this instance - register that the key has been pressed - return 2 - Key isn't pressed and has not been registered - do nothing - return 3 - Key is pressed and has been registered - do nothing - return 4 - Key is no longer being pressed but has been registered - now we do stuff. REMEMBER to unregister the keypress under the first three conditions we do very little other than returning, to stop the game from reading the rest. I probably should change it to put the most common of those conditions first, so it should be 2, 1, 3, 4 1 always has to come before 3 or we would never register the key being pressed Even if you don't like the way I've done it, you should find several answers on how to do what you want in there. If you don't hear from me for a while it's because I'm on holiday. Keep trying and post your progress -
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use begin Gamemode and attach the script to a quest. use iskeypressed...
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okay, so when you say the script doesn't work, what exactly do you mean? Will it not compile? Which would make sense as you haven't set how it will start - probably want something along the lines of Begin GameMode, though I'm a little rusty. Also, what have you attached the script to? Still think you're making a mistake by editing the original weapon. It's ridiculous that everyone else using the weapon will change when you do, then you have the shield issue. It's easy enough to set the weapon to 1 hand or 2 hand, but removing shields for everyone using the weapon is more work. Also, you're possibly asking for problems if you start editing the speed, damage etc of the original weapon. If something goes wrong it's simple enough to change it back to either 1 or 2 handed, but restoring the original stats if they get messed up could pose a problem. Also, some things are not stored in the save data, other things are... If you post a script that works with key pressed, I can help you to make the mod into something that would be compatible with pretty much everything and do what you're asking - if you're willing to stop editing the base weapon
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to be honest, I think it would be just as easy to create the basic mod and let you make the changes you want.
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start by posting the mod you have installed. If you want to check yourself then I would load them all into tes4edit, check for cell edits
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Couple of thoughts Firstly, if you don't want to change the weapon for every instance (which is why NPCs using the same weapon change when you do) you need to have a separate weapon. I would create 4 weapons (just copy any generic weapon) 1 of each blade/blunt 1h/2h. Use the script to add and equip the weapons, then modify their nif file, damage, speed etc to match what was equipped Secondly, modify the speed and damage of the weapons. 1h converted to 2h, increase speed and damage, to increase the maximum rate of damage. Opposite with 2h converted to 1h Use your script to remove any equipped shield. 1h to 2h remove it when you initially cast, 2h to 1h remove the shield when return it to it's original form. Also, have a second think about using a set key. You're opening yourself up to conflicts. I would probably use a spell. Work it something like this. Cast the spell > get message box > add the ability/ set key /remove ability > set the key will allow users to chose the key they want to use. Adding and removing the ability will change when you can use it - and stops scripts from running when not needed. Though you would want to return the weapon to normal before you remove the ability
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That done it. I can't thank you enough