GodofWolves Posted March 10, 2015 Share Posted March 10, 2015 (edited) I am trying to to make a script that make the objects in the house of the person you get boone to kill in the quest one for my baby unowned when they get killed for my mod. all know so far is will need to use SetCellOwnership and GetDead to check if the actor is dead since the quest does not seem set up with individual quest stages for each person being killed. I just don't have the scripting knowledge to figure out how to make the script. I don't know yet if I would need to make separate script for each actor who can get killed or if I could just do all in one script. If using a separate scripts for each actor I know I would have to make sure the script ended when the quest is complete or failed for the ones not killed. The other solution is to make general scripts that effects actors objects and/or cells unowned but I lack the knowledge do that as well. Edited March 10, 2015 by GodofWolves Link to comment Share on other sites More sharing options...
claustromaniac Posted March 10, 2015 Share Posted March 10, 2015 You can make a quest with the default quest delay (I'll call it MyQuest for this example), and add a script to it like this one: scn MyQuestScript Begin GameMode if ActorREF.GetDead ; if ActorREF is dead SetCellOwnership HouseID ;with no other parameters the ownership is automatically set to the player StopQuest MyQuest endif if ActorREF2.GetDead SetCellOwnership HouseID2 StopQuest MyQuest endif ; (you can repeat the above if statement as many times as you need.) end Link to comment Share on other sites More sharing options...
GodofWolves Posted March 10, 2015 Author Share Posted March 10, 2015 (edited) I don't have time to test it right now but it looks structurally sound. It seems like I could apply script like this to actors in general. It may be inefficient to do this for a majority of the owned cells but seems like a possibility. could I do this ActorREF1.GetDead && ActorREF2.GetDead and would it work? Lets say for example the Primm's Mojave Express express cell ownership being reverted to the player only if both Ruby and John Nash are dead. if works and use it in my mod how would permission work?I am pretty loose about having to ask permission to use my mod. as long as I am credited and the person send me message telling my they are using my mod then they can use it. No actual permission is needed. Edited March 10, 2015 by GodofWolves Link to comment Share on other sites More sharing options...
kingharvest Posted March 10, 2015 Share Posted March 10, 2015 Legally I'm pretty certain that anyone using the GECK signs away all rights to their work with the EULA. So you will have the same non-right to your work that everyone else does. Link to comment Share on other sites More sharing options...
claustromaniac Posted March 10, 2015 Share Posted March 10, 2015 could I do this ActorREF1.GetDead && ActorREF2.GetDead and would it work? Lets say for example the Primm's Mojave Express express cell ownership being reverted to the player only if both Ruby and John Nash are dead. Yes, that'd be fine. However, if you aim to make the script work for many houses of different owners, you'll want to remove those "StopQuest" functions in my example. Otherwise you will only get the ownership of the house of the first dead owner(s), because the script would stop running afterwards. if works and use it in my mod how would permission work?I am pretty loose about having to ask permission to use my mod. as long as I am credited and the person send me message telling my they are using my mod then they can use it. No actual permission is needed.Sorry, I'm not sure I understand your concern. Link to comment Share on other sites More sharing options...
GodofWolves Posted March 10, 2015 Author Share Posted March 10, 2015 (edited) I like to 100% sure about mod permission. I would obviously credit you but would any one have ask permission from you if they used mod for anything other then person use such as using as an asset up there mod and putting it up for download?some people could be very particular about people asking permission to use some they made. It's safer to ask then it is to assume everyone is ok with what ever permission your mod says. Edited March 11, 2015 by GodofWolves Link to comment Share on other sites More sharing options...
claustromaniac Posted March 11, 2015 Share Posted March 11, 2015 I like to 100% sure about mod permission. I would obviously credit you but would any any one have ask permission from you if they used mod for anything other then person use such as using as an asset up there mod and putting it up for download?some people could be very particular about people asking permission to use some they made. It's safer and ask then it is to assume everyone is ok with what ever permission a mod already says.Oh. Nah, it's ok. I'm not even asking for any credit here, I just wanted to lend a hand to the usual stranger - namely you - for a little burst of dopamine. Besides, it's not like I'm doing any actual work. I just told you how to do what you wanted to do.It's on the house. :thumbsup: Link to comment Share on other sites More sharing options...
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