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aldwyn1111

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Posts posted by aldwyn1111

  1. You could use a triggerbox, but it is easier to just attach this script to the Door.

    Scriptname MODINITIALS_DoorScript extends ObjectReference  
    Actor Property PlayerRef Auto
    ObjectReference Property lustTrickDoor  Auto
    bool done
    
    Event OnInit()
        done = false
    EndEvent
    
    Event OnOpen(ObjectReference akActionRef)
        if (akActor == PlayerRef) &&  (done == false)
            lustTrickDoor.lock(true)
            done = true
        EndIf
    EndEvent
    

    PlayerRef defines itself automatically. lustTrickDoor is an Object Reference of the door you placed.( do NOT make a door reference type).

    The bool done is there so the script doesn't launch multiple times.

    You then need to attach a script to the bandits:

    Scriptname MODINITIALS_BanditScript extends ObjectReference  
    ObjectReference Property lustTrickDoor  Auto  
    
    Event OnDeath(Actor akKiller)
        lustTrickDoor.lock(False)
    EndEvent
    
    
  2. I have the basics almost done(sell and rebuy horses). Mod should be compatible with Immersive Horses, as long as the added horses are moved to the same faction on buying them and the dialouge with the stablemasters is not altered.

    First possible problem(other faction on buying) can be solved rather easily however the second would make it incompatible.

     

    EDIT:

    v1.0 is done and uploaded: http://www.nexusmods.com/skyrim/mods/77851/?

    You can sell vanilla horses (not special ones like shadowmere)

    You can rebuy the horses.

    Sadly, since it's immersion breaking, the sold horses move to their original stables (gonna work out a fix for that later)

    Note that in order to sell a horse, you must have it with you(right next to you)

    If anyone wants another feature in the mod, ask away, if it's reasonable i'll implement it.

    Please report any bugs you encounter.

  3. v1.1 is up.

    Skilllevel requirements are added. Had to remake the daedric Intervention spell.

    It was crap. literally.

    If I didn't know better I'd think I was drunk when I made that. :huh:

    The content of it's script selected the shrine before the quests where checked and used a function that's for finding stuff in the same cell.

    Additionally to that instead of teleporting the player directly, I teleported an object there and then the player on the object! (Thats COMPLETLY useless o.O)

    Well now the daedric intervention spell teleports the player to a random shrine. Since I couldn't find a working function for multiple cells.

    Divine Intervention spell added, random same as daedric. I adjusted the costs and added NPC in the city halls. (they are essential btw)

     

     

    It looks really cool, for a 1.0. I just started learning to code, so anything more than "Hello, world!" looks like magic to me now. :thumbsup:

     

    Since I am using the creation kit, modding is A LOT easier. Check a few tutorials online and try some stuff. You'll learn quickly enough.

    debug.messagebox("Hello, World")

    or

    debug.notification("Hello, World")

    depending on how it should be displayed ^^

  4. Hmmm.

     

    1) Done.

    2) Not for now. There are only 3 shrines of the divines outside of cities or interiors. Too few to make a usefull and reliable spell. So there isn't going to be a divine intervention (for now, maybe I'll change that later).

    3) Done. Alteration spell with 1 second charge time, costs 25 magicka. 11 shrines supported. ("If you are a vampire you couldn't teleport to a Shrine of Meridia" not included, maybe later, scrolls not either. all spells are buyable from farengar)

    4) Done. I'll apply a fee of 40-60 gold, depending on the distance. Maybe I'll change the NPCMages to custom one, with easier to find locations(at the cities entrance)

     

    I'll edit this post and include a nexus link when I did the last tweaks and uploaded the mod.

     

    Done!

    Here is the link to the mod: http://www.nexusmods.com/skyrim/mods/77790/?

    If you find bugs or have suggestion for changes/new features feel free to tell me^^

  5. So...YES it is possible with the creation kit. Almost everthing is possible as long as it doesn't affect 3d models (like making craters from spells) Which is also possible(for stuff like scripted events) but ungodly time and perfomance consuming(making an anim with an explosion and then reloading the cell(a modified one) etc.

     

    1) Done

     

    4) Farengar Done

     

    so 1) is completly done and 4) farengar is done.

    Stuff tested on farengar(whether it works etc)

     

    EDIT:

    4) Done

     

    All cites excluding Markarth and Riften (since they are too far away) have Mages to teleport the player to nearby cities. No cost yet as I'd like to ask you for an amount(i don't use requiem so i don't know whats realistic)

     

    EDIT2:

    3) Done. a few Princes didn't have shrines (not even small ones) and others were in cities so you can't teleport to "them". There are 11 working shrines though. Keep in mind that if a shrine is indoors, the player will be teleported right ouside the door/cave entrance (since I couldn't compare their distances otherwise).

     

    2) is gonna basically gonna be a repeat of 3) with a few changed references.

  6. I have started working on it. I added a recipe for the atronach forge needing all the deadric artifacts (almost as some have variations). You get an item which you can equip. This will start the quest and tp the player to a modified stendarrs hall where sheogorath waits.
    Unfortunatly as I was sorting through all soundfiles of the deadric princes (only skyrim, +Oblivion for Sheogorath) in order to make new dialouge for the mod, my harddrive bugged.
    I am currently waiting for chkdsk /f to finish. ///Done. Luckily it seems to be a shell plugin problem, so my hard drive is still alive^^
    When it's done and I made some progress I'll keep you updated.

    EDIT:

    In the modified stendarrs hall the player can have a small dialouge with sheo which starts the next steps. The player can also rent/buy a bed there, since you cannot return to Tamriel during this next step.

    Now from what I gathered in this request the next step would be some trials/challenges. And the player would get the requiered items for the ritual from these.

    Since this is a request I'd like to ask for some suggestions for these trials/challenges.

     

    Aborted due to technical difficulties (voice acting, etc.) and lack of responses in comparison to the titanic workload

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