Tiziano74 Posted Tuesday at 04:20 PM Share Posted Tuesday at 04:20 PM Hello everyone. Maybe some of you will laugh at this question, but I've been trying to find a way to do what I want for 2 days, banging my head everywhere, but I still haven't managed to find the solution. In the BYOHRelationshipAdoptable quest there is the BYOHRelationshipAdoptableScript that has 2 properties, BYOHAdoption_PlayerOwnsAnyHouse and BYOHAdoption_HasChildBedroom_Any. What I want to do is, through an external script, to be able to "intercept" these two properties and give them the value True. This is because some dialogues depend on these two properties, and I need them to be recognized as True, without directly modifying the BYOH quests. Thanks in advance to those who will answer. Link to comment Share on other sites More sharing options...
xkkmEl Posted Tuesday at 08:48 PM Share Posted Tuesday at 08:48 PM Properties are just like variables. It should be as simple as: BYOHRelationshipAdoptableScript property BYOHRelationshipAdoptable Auto function fixit() BYOHRelationshipAdoptable.BYOHAdoption_PlayerOwnsAnyHouse = True BYOHRelationshipAdoptable.BYOHAdoption_HasChildBedroom_Any = True endfunction event OnInit() fixit() endevent Or some such... You'll probably need to think this through some more... I don't think that doing it like that will be free of undesirable side effects. You probably want to do this in special circumstances, and/or undo the changes quickly once you are done with the activity that needs them done. 1 Link to comment Share on other sites More sharing options...
PeterMartyr Posted Wednesday at 07:23 AM Share Posted Wednesday at 07:23 AM @Tiziano74 I will back up @xkkmEl and say, that not a good idea and a bug waiting to happen with a released mod.. there no to way cover very user case, bottom line is you are going to break some one game. AND you @Tiziano74 need to hear that, just because you can does not mean you should. BUT thanks for posting your name on my list to avoid. Link to comment Share on other sites More sharing options...
Tiziano74 Posted Wednesday at 02:04 PM Author Share Posted Wednesday at 02:04 PM On 4/16/2025 at 7:23 AM, PeterMartyr said: @Tiziano74 I will back up @xkkmEl and say, that not a good idea and a bug waiting to happen with a released mod.. there no to way cover very user case, bottom line is you are going to break some one game. AND you @Tiziano74 need to hear that, just because you can does not mean you should. BUT thanks for posting your name on my list to avoid. Expand First of all, thanks to you and xkkmEl for the answers. Before writing that I'm one to avoid, I want to clarify a few things. It is not said that, if I ask something here on the forum because I don't know how to do it, I will then go and implement it inside my mod, because I do test after test and if I see that something can go wrong I avoid it. In this case, when I understand how to recover certain properties from a script, as I have already test before you wrote it, I will not go to modify them (I had entered the topic precisely to write this thing), but I will keep the values of the properties only as a comparison with other values. Another thing, which is the most important in my way of creating a mod, I never go to modify any object, i mean all, actors, audio, quest, items, ecc, of the game's masters to obtain what I want, but rather I create new ones, leaving everything as it was. What I'm working on right now, to explain why I asked this question, is creating an adoption system, plus the insertion of the spouse, inside the fortress that I built (over years of work day by day), a system parallel to the one already existing in the game, that allows the player to not have to use other mods to move his family to live in the fortress, a system that however must have a comparison with the one that already exists in the game, without creating conflicts, it is absolutely not easy but I am managing. Sometimes, like in this case, to do what I want I have to compromise, in the sense that I am forced to leave things as they are . . . at the orphanage, Constantine Michaels will continue to say "I'm sorry, but until you own a home with a room for your children, I can't allow you to adopt anyone." even though she has already given me consent to adopt children, because I have no other homes apart from my fortress with beds for the children, but it's not a problem, this dialogue will occur in such a low percentage of occasions that it's insignificant. Having said all that, thanks again for the answers, but saying that i'm to be avoided without even knowing who i am or what I do and how I do it, seems a bit exaggerated (I don't sleep at night trying to figure out how to avoid conflicts with the game and other mods). Happiness Tiziano Link to comment Share on other sites More sharing options...
PeterMartyr Posted yesterday at 12:38 AM Share Posted yesterday at 12:38 AM Thank you for your reply, your name off the list. BTW I just said to get you thinking, well done Link to comment Share on other sites More sharing options...
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