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Advice on the best way to implement a mod.


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Hi guys,

 

I released an auto-cast racial power mod a year ago that started to get a bit buggy, with a return to Skyrim I thought I would try to revitalise it and fix it to fit in with knowledge from the much more established community!

 

SO I have a question- of the proposed implementations below what is more appropriate when considering usability, complexity to create and scope for error.

 

Original Implementation (High level).
Racial powers had a constant effect applied to them which contained a script.

Each script would fire off an onHit() event which would check a number of variables that, if were true would cast a spell (that simulated the original racial power).

The only vanilla change made, was to the racial power who's effect was changed.
Power > constant effect > spell > power effect.
(underlined were vanilla attributes, bold is the edited spell)

 

a cooldown was implemented using states and timers (complicated stuff :sad: )

 

Potential new Implementation.
Edit the racial power effect to be a dummy constant effect that would display in the UI.
Create a quest, stage 0 would look for onHit() and check variables. If true, would fire a spell, cast by the player and go to stage 10.
Stage 10 would begin a countdown in game time, which, when ended would reset the quest.

 

appreciate any advice, the mod is still up on the nexus if people wanted to dig into the code.

 

T

Edited by thesniperdevil
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