HailHell Posted January 19, 2015 Share Posted January 19, 2015 Can i create a new object using a script? Like a completly new weapon. or Is it possible to set an objectreference to a 'mode' which stops the objectref from being affected by the stats of the object's base form? The aim is to have multiple references of different values that originate from one base object. Link to comment Share on other sites More sharing options...
jaxonz Posted January 19, 2015 Share Posted January 19, 2015 Can i create a new object using a script? Like a completly new weapon. or Is it possible to set an objectreference to a 'mode' which stops the objectref from being affected by the stats of the object's base form? The aim is to have multiple references of different values that originate from one base object. Scripts can create new object instances (ObjectReferences) but it needs to be based on a form defined by CK. There may be ways to have object properties drive behavior, provided you have a script attached to the base form or dynamically to an objectinstance. Perhaps it would be easier to offer advice if you could explain your intent. Link to comment Share on other sites More sharing options...
HailHell Posted January 19, 2015 Author Share Posted January 19, 2015 I need a script that edits a value of an item on the spot, but there will be multiple items using the same base object, and i need them to remain unaffected. so this way i can have example:Base object 11 damage baseobjectref1 7 damagebaseobjectref1 8 damagebaseobjectref1 9 damagebaseobjectref1 10 damage i need to be able to attach this script to the base item (the damage will be randomly generated so every spawn would be different) Link to comment Share on other sites More sharing options...
HailHell Posted January 19, 2015 Author Share Posted January 19, 2015 The script needs to change the damage, speed and enchantment type of a weapon.The hurdle is that .SetBaseDamage() and the other functions edit the BASE object values , whereas i need the script to only edit the values of the references. ( i am aimng for several instances which originate, from one base object but all have completely different values,(the formula which will randomise the values is not the problem)) e.g:baseobject is set a default value of 11 for damagebutinstance1 of the base object has a value of random number for damageinstance2 of the base object has a value of random number for damageinstance3 of the base object has a value of random number for damage Another hurdle is that the script needs to work even if it is only attached to the base object, because i will be placing this object in leveled lists and not in the game world. I have good understanding of variables, lists, functions and loops etc but by no means am i fluent, and i have no idea how to write this, please help! Link to comment Share on other sites More sharing options...
lofgren Posted January 20, 2015 Share Posted January 20, 2015 (edited) Do you have to script it? Can't you just make variations on the item you want and make a leveled list for them, so that one gets pulled randomly whenever the object is encountered? I mean that's the way that Bethesda did it. I am fairly certain that what you want to do is antithetical to the whole architecture of Skyrim. Also, you realize that items in inventories do not exist as objects? So even if you were to change all of these values on the item's reference, once it enters the player's inventory it would have the base form's stats. Edited January 20, 2015 by lofgren Link to comment Share on other sites More sharing options...
HailHell Posted January 20, 2015 Author Share Posted January 20, 2015 Do you have to script it? Can't you just make variations on the item you want and make a leveled list for them, so that one gets pulled randomly whenever the object is encountered? I mean that's the way that Bethesda did it. I am fairly certain that what you want to do is antithetical to the whole architecture of Skyrim. Also, you realize that items in inventories do not exist as objects? So even if you were to change all of these values on the item's reference, once it enters the player's inventory it would have the base form's stats.Yeah i realised that bethesda prefers to use retarded methods for item distrubution and creation when it all could be done with a simple script.I asked several modders and everyone thinks its impossible to have randomly generated items in skyrim, simply because the papyrus and the game engine is hardcoded in a retarded way. There isn't even an event to affect an item on inventory open, which is ridculus, they rather have everything load at the same time. Genius! Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 30, 2015 Share Posted January 30, 2015 If it's definitely, incredibly, definitively impossible (as I and many have said), that means it can't be done with a simple script. And it can't. They didn't need it for what they were doing, simple as that. No need to create something that would be incredibly difficult and maybe impossible anyway when Beth had no need. Link to comment Share on other sites More sharing options...
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