lofgren Posted January 20, 2015 Share Posted January 20, 2015 The quest most likely does other things besides add flour to food barrels, I would guess? I'm not sure what you mean by "removing the quest from the barrels." The leveled lists are just properties in the script and it doesn't reference the barrels specifically in any way. Either way, the problem is that if anybody adds your mod to an existing save, the function will have already executed and your fix will have no effect. I would recommend editing the leveled lists BYOHLItemFoodFlour and BYOHLItemFoodFlourSmall to reflect the amount of flour you want to find, if that works for you. Basically treat these lists as your source of flour. That way you are working with the Hearthfire scripts instead of against them. Sorry, there is no great option here. For users who loading your mod on a new game, you could either comment out the lines and include that Hearthfire script with your mod or clear the properties on the quest. This would mark the quest as modified by your mod which would mean that it would overwrite any other changes to that quest. Both options have weaknesses, and in both cases I would recommend checking the Unofficial Hearthfire Patch to make sure you are including all of their fixes (if any) in your edits so you don't undo their great work. Link to comment Share on other sites More sharing options...
Ellorienne Posted January 20, 2015 Share Posted January 20, 2015 I like your line of thinking. I might remove the additions that I made and see if it balances out (seeing as how I do in fact want flour to be available at all levels as I have made it a base ingredient). If not, then I may edit the BYOHLItemFoodFlour and BYOHLItemFoodFlourSmall and make them empty, then make my own versions. I might end up with more empty barrels, but that would hardly be a shame. There are already quite sufficient supplies, I think. I'll see once I've leveled up my skill how it balances out. Thanks for you input :) Link to comment Share on other sites More sharing options...
lofgren Posted January 20, 2015 Share Posted January 20, 2015 Emptying the lists would be fine if you don't mind more empty barrels. Link to comment Share on other sites More sharing options...
Ellorienne Posted January 20, 2015 Share Posted January 20, 2015 If too many empty barrels becomes a problem, I could also change what's actually in the flour lists to not be simply flour, but the same as my lists, (then of course re-include flour in my own list) so that way I'd be getting exactly what I intend, and no empty barrels. Link to comment Share on other sites More sharing options...
ZoeS17 Posted January 20, 2015 Share Posted January 20, 2015 I am having some trouble figuring out which GlobalVar is the right one to grab for each of the cities' Radiant quest counter which enables the special job quest for each city.(Thieves' Guild Radiant quest line) Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 20, 2015 Share Posted January 20, 2015 How can I get the game days passed? Link to comment Share on other sites More sharing options...
lofgren Posted January 20, 2015 Share Posted January 20, 2015 There is a global that updates automatically and a function in the utility script. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 20, 2015 Share Posted January 20, 2015 How can I get the game days passed?GetCurrentGameTime It is a float value with the Days designated as integers and the float part is comprised of the hours, minutes and seconds passed on the current day. Do note that the global variable which this function automatically reads starts off with a value of 1 rather than 0. Link to comment Share on other sites More sharing options...
Kerberus14 Posted January 20, 2015 Share Posted January 20, 2015 I still don't know how to use that function. I want to make it so that if a day passes by and a variable is still on 1 then increase another variable by 1. This is the script: http://www.sourcepod.com/wbjbho37-65156 can anything be done to it to make it more efficient? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 20, 2015 Share Posted January 20, 2015 It would be something like this: When you first set the one variable to 1 store the current time in a local float variable LocalTimeVar = Utility.GetCurrentGameTime()Then when you check if enough time has passed. If Utility.GetCurrentGameTime() >= (LocalTimeVar + 1) ;advance the other variable EndIfThis process is best when used with specific events or specific activators. If what you want to do is something that will be on going, use the game time update event that you are already using in your linked script. Link to comment Share on other sites More sharing options...
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