jet4571 Posted July 31, 2014 Share Posted July 31, 2014 (edited) Does anyone know where a house purchase tutorial for making a mod house purchaseable is? Google is not my friend and had nothing but tutorials on buying the Megaton house or Novac and the GECK wiki wasn't coming up with anything for me either. I am not a scripter and the wiki tutorials for making scripts make no sense to me, same with Skyrim. I can change XX to whatever ID I made in the GECK to make it work and some copy pasta but making scripts from scratch is beyond me. Then there's the issue of put what where in the dialogue system so it only shows before the house is purchased and everything else that's needed. If this was for Skyrim I can modify the hostler tutorial to be about a house instead of a horse and it would work. Also I prefer not to try to follow a video tutorial, bad eyes so I cant read what they put in what box and I cannot copy and paste the scripts then make the changes needed. Any help here will be appreciated. *edit I have the dialogue all set and working, it just doesn't do anything. What I was planning is give the player a key to the house and add the player to the house owner faction because the house is inside a public building that the player will also own. To keep the player from picking up items in the public location I set the hundred or so items as faction owned, also keeps the many NPC's from eating the decore. The house door is also owned by the faction and requires the key to open but everything inside is either not owned or player owned so some beds and furniture is available to NPC's and others are only playerfaction. Edited July 31, 2014 by jet4571 Link to comment Share on other sites More sharing options...
Jokerine Posted July 31, 2014 Share Posted July 31, 2014 Have you just attached the player.additem keyid 1 and player.removeitem caps001 [amount] to your dialogue topics so the player gets the key and has money removed? Alternatively you could make the NPC a merchant (there's plenty of tutorials on that) and make the contents of their merchant chest just the key. I can't remember if you can actually buy keys in the game (I am personally using a terminal in my own mod) but if it's possible, making the NPC a merchant with the key in their chest would be the easiest way to go, I think. Link to comment Share on other sites More sharing options...
jet4571 Posted July 31, 2014 Author Share Posted July 31, 2014 The NPC is a merchant already, the building is a bar/ exotic dancer club that the player will be able to buy. I don't want the key to be a part of her normal merchant system but as a separate purchase like renting the Novac hotel room which is in 2 quests and the script is in the freeformnovac one along with everything else that quest deals with while the dialogue is in another quest and since I am not good at scripting I have no idea what lines to copy out and change for mine, otherwise I would've done it. "player.additem AAPrivateQuartersKey 1 and player.removeitem caps001 10000" See there's a tidbit I have no idea where to insert, I have the dialogue conditioned to show if you have the caps (10k) and that works, but where to put those console commands? Would that go into result script end? Or do I make a script and put a fragment there? Also I will have a for sale sign at the door to disable "signID.disable" and the owner faction the player needs to be put in so they can pick up the clutter without it being theft "player.addtofaction factionID". The faction is a condition for the main purchase dialogue as well. If the player is in the faction then it wont show, figured faction kills two birds with one stone. I would change ownership but that's allot of individual items to change. Anyway if it is just add console commands to the result script box then that's not too hard to do. Link to comment Share on other sites More sharing options...
jet4571 Posted July 31, 2014 Author Share Posted July 31, 2014 (edited) OK putting those 2 commands into the result script box worked, I got the key and caps removed. So I just need to do the sign and faction then purchase is done. Thanks, that really helped. *EditYay, can now pick up bottles of beer without stealing, stupid NPC's do not drink them all, and the for sale sign disappeared. Thank you Jokerine for putting me on the correct path. Added these to the result script end box in the purchase confirm topic.player.additem AAPrivateQuartersKey 1player.removeitem caps001 10000player.addtofaction AADancersOwnerFaction 1AAforSaleSign01.disableAAforSaleSign02.disable Edited July 31, 2014 by jet4571 Link to comment Share on other sites More sharing options...
Jokerine Posted July 31, 2014 Share Posted July 31, 2014 To make the items obtainable by the player, you could use the setownership command. So it would be something like, CoffeeMugREF.Setownership. Do it for all of the items you want to make obtainable. To make the script a bit less messy, you could use an xmarker, link all of the items that you want to change the ownership of to it, and then change the ownership of the marker only through the script to make the script shorter. But that's not necessary, so whatever makes it easier for you :) Link to comment Share on other sites More sharing options...
jet4571 Posted August 1, 2014 Author Share Posted August 1, 2014 Faction was easy to do, the items were already faction owned because they are drinks and food and there are about 35 NPC's walking about in the club. The npc's will pick them up unless they were owned and I needed to check them to see if they were placed nicely and that they wont get knocked over. So I made a faction and added all the edible stuff to it but didn't put anyone in the faction. Now the player is in the faction after the purchase and can pick up all the items. Worked the same as an Xmarker ownership swap. I figured setting ownership to a faction that's at the top of the list makes it quick and easy to set ownership, just as quick as using an Xmarker if not a little faster since I wouldn't even need the render window to target the marker. If I was doing upgrades like furniture I would use an xmarker and set it for initially disabled. Either way it gets done it is far better than doing each individual item in the quest, that would suck big time lol. So far it is an interesting mod, theres a club house with 5 exotic dancers dancing at once for 8 hour shifts inside, 2 outside as advertising for what goes on inside, and 3 in a pool/bath room. You buy the establishment and get access to the home that is upstairs which will have 8 beds for followers and the standard fare for a home like storage. "The dancers are not whores, they just dance. If you want a wh*%# go to Gamorrah." and "They are not your employees, they dance here and you get a percentage of what they earn." are part of the description topic I will be adding to the bartender. Now that the place can be purchased I need to get a way to add caps to a safe in the "home" cell weekly and find some tutorials on auto sorters. I might make a maid/butler for the home cell that can be hired too. Who knows. Link to comment Share on other sites More sharing options...
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