Kerberus14 Posted January 16, 2015 Share Posted January 16, 2015 Still the same, doesn't do anything when I exit the menu. Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 16, 2015 Author Share Posted January 16, 2015 Yeah, no need whatsoever to declare (native) functions in your scripts, ever. Just new functions you've created IN THAT SCRIPT. And I'll give your script a full read later on and provide my thoughts. Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 16, 2015 Share Posted January 16, 2015 Does it matter at all? I just want to remember what I used in the code, can't I leave it in there? I usually look in my code and see the functions and I'm all like 'Yeah, I need to look for this one in particular.' Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 16, 2015 Author Share Posted January 16, 2015 (edited) You should not have it in there. Just comment it out at the very least. You should not have that extraneous code for the compiler, you should not be declaring native functions, etc. Just put a comment at the top of your code/after properties: ;MyNativeFunction(Parameters) It's a bad habit to be declaring it in your script as its uneccessary/messy/etc. And MAY have ramifications though I'm not sure. Edited January 16, 2015 by Matthiaswagg Link to comment Share on other sites More sharing options...
Ellorienne Posted January 16, 2015 Share Posted January 16, 2015 Is there a way to change an object's directory in the CK? Eg: Move something from Potion/Clutter/DeadAnimals to Potion/Clutter/Food.http://skyrimmw.weebly.com/skyrim-modding/naming-conventions-skyrim-modding-article See Specific Naming Conventions for info on what you're asking about. Thanks Matthiaswagg, great tutorial :) It doesn't help my slightly disorganised food records (cloned from the various categories that the game food is sorted into), but I'm confident that if you haven't found a way yet, then there probably isn't. At least naming conventions was something that I had already considered :) Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 16, 2015 Author Share Posted January 16, 2015 Is there a way to change an object's directory in the CK? Eg: Move something from Potion/Clutter/DeadAnimals to Potion/Clutter/Food. http://skyrimmw.weebly.com/skyrim-modding/naming-conventions-skyrim-modding-article See Specific Naming Conventions for info on what you're asking about.Thanks Matthiaswagg, great tutorial :) It doesn't help my slightly disorganised food records (cloned from the various categories that the game food is sorted into), but I'm confident that if you haven't found a way yet, then there probably isn't. At least naming conventions was something that I had already considered :)Yeah, it was more to show HOW the stuff like food is organized so you could understand. Link to comment Share on other sites More sharing options...
Ellorienne Posted January 16, 2015 Share Posted January 16, 2015 Yes, that part was quite interesting. It's always good to know more about how the game and tools work. Link to comment Share on other sites More sharing options...
Ellorienne Posted January 17, 2015 Share Posted January 17, 2015 Is it possible to have a quest provide a different reward each time that it is completed? Or would it be better to have separate quests (let's suppose that there are a lot of different rewards - dozens)? Also, if said quest is a timed quest, is it possible to add something to the script so that the length of the time to complete the quest increases each time? I know very little about code, but I'm guessing that if there were, that something would go in here GlobalTime.SetValue(GlobalDays.GetValue() * 7 + GetNumberOfTimesCompleted x 7) Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 17, 2015 Author Share Posted January 17, 2015 Is it possible to have a quest provide a different reward each time that it is completed? Or would it be better to have separate quests (let's suppose that there are a lot of different rewards - dozens)? Also, if said quest is a timed quest, is it possible to add something to the script so that the length of the time to complete the quest increases each time? I know very little about code, but I'm guessing that if there were, that something would go in here GlobalTime.SetValue(GlobalDays.GetValue() * 7 + GetNumberOfTimesCompleted x 7)Yep, you can use RandomInt to choose from an Array/bunch of properties for your rewards and then award a different one depending on the number. And to do the time, use this script: http://www.creationkit.com/Complete_Example_Scripts#Script_for_a_quest_with_time_limit You'd modify endTime. So where it says: endTime = Utility.GetCurrentGameTime()+GlobalDays.GetValue() You could add to endTime. So, for example: endTime = (Utility.GetCurrentGameTime()+GlobalDays.GetValue()) * TimesQuestDoneWith TimesQuestDone as an integer var/property updated += 1 every time you complete the quest. Link to comment Share on other sites More sharing options...
lofgren Posted January 17, 2015 Share Posted January 17, 2015 Function RegisterForMenu(String MenuName) Native Event OnInit() StatusChecks() EndEvent Function StatusChecks() RegisterForMenu("ShowRaceMenu") EndFunction Event OnMenuClose(String MenuName) PlayerRef.UnEquipAll() PlayerRef.SetWeight(0) PlayerRef.QueueNiNodeUpdate() EndEvent Doesn't work by the way. :sad: Scriptname SkyEndWeight extends ObjectReference Actor Property PlayerRef auto Keyword Property Drink auto Keyword Property Food auto GlobalVariable Property FatGainedDay auto GlobalVariable Property DaysWithoutEat auto Float Property CountDrink auto Float Property CountFood auto Float Property Fat auto Function SetWeight(float weight) native float Function GetWeight() native Function QueueNiNodeUpdate() native Keyword Property Vampire auto Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) if akBaseObject as Potion && akBaseObject.HasKeyword(Drink) Fat= FatGainedDay.GetValue() CountDrink=CountDrink+0.5 Fat=Fat+CountDrink FatGainedDay.SetValue(Fat) CountDrink=0 endif if akBaseObject as Potion && akBaseObject.HasKeyword(FOOD) Fat=FatGainedDay.GetValue() CountFood=CountFood+1 Fat=Fat+CountFood FatGainedDay.SetValue(Fat) CountFood=0 endif EndEvent Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime) PlayerRef.UnEquipAll() EndEvent Event OnSleepStop(bool abInterrupted) if PlayerRef.HasKeyword(Vampire)==0 if FatGainedDay.GetValue()>9 FatGainedDay.SetValue(9) PlayerRef.SetWeight(PlayerRef.GetWeight()+FatGainedDay.GetValue()/10) PlayerRef.QueueNiNodeUpdate() FatGainedDay.SetValue(0) endif if FatGainedDay.GetValue()>=7.5 && FatGainedDay.GetValue()<=9 PlayerRef.SetWeight(PlayerRef.GetWeight()+FatGainedDay.GetValue()/10) PlayerRef.QueueNiNodeUpdate() FatGainedDay.SetValue(0) endif if FatGainedDay.GetValue()>=6 && FatGainedDay.GetValue()<=7.5 PlayerRef.SetWeight(PlayerRef.GetWeight()+FatGainedDay.GetValue()/10) PlayerRef.QueueNiNodeUpdate() FatGainedDay.SetValue(0) endif if FatGainedDay.GetValue()>=4.5 && FatGainedDay.GetValue()<=6 ; Any value between 4.5 and 6 means you keep your current weight FatGainedDay.SetValue(0) endif if FatGainedDay.GetValue()>=3.5 && FatGainedDay.GetValue()<=4.5 PlayerRef.SetWeight(PlayerRef.GetWeight()-FatGainedDay.GetValue()/10+0.5) PlayerRef.QueueNiNodeUpdate() FatGainedDay.SetValue(0) endif if FatGainedDay.GetValue()>=2 && FatGainedDay.GetValue()<=3.5 PlayerRef.SetWeight(PlayerRef.GetWeight()-FatGainedDay.GetValue()/10+1) PlayerRef.QueueNiNodeUpdate() FatGainedDay.SetValue(0) endif if FatGainedDay.GetValue()>=0 && FatGainedDay.GetValue()<=2 PlayerRef.SetWeight(PlayerRef.GetWeight()-FatGainedDay.GetValue()/10+2) PlayerRef.QueueNiNodeUpdate() FatGainedDay.SetValue(0) endif if FatGainedDay.GetValue()==0 DaysWithoutEat.SetValue(0) FatGainedDay.SetValue(0) endif endif EndEvent Function RegisterForMenu(String MenuName) Native Event OnInit() StatusChecks() EndEvent Function StatusChecks() RegisterForMenu("RaceSex Menu") EndFunction Event OnMenuClose(String MenuName) MenuName="RaceSex Menu" PlayerRef.UnEquipAll() PlayerRef.SetWeight(0) PlayerRef.QueueNiNodeUpdate() EndEventThis script regulates the player's weight, placed keywords all around the place to make sure it works correctly. Do you think you have to use this function: http://www.creationkit.com/UpdateWeight_-_Actor ? Link to comment Share on other sites More sharing options...
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