Deleted31005User Posted March 11, 2015 Share Posted March 11, 2015 (edited) Intro:This is regarding the mod Tel Nalta II (http://www.nexusmods.com/skyrim/mods/59558/?)http://static-1.nexusmods.com/15/mods/110/images/59558-1-1418534131.png This mod has been in the works for a very long time, its fully playable in its current state but I would still like to add more features to the mod, one of which is a small catacomb where the player gets to summon all kinds of undead related creatures.The whole mod has been constructed with the assistance of several people who helped with certain aspects in which I was lacking the experience, though it has been mainly me and RussianRanger.I build all the stuff in the creation kit and then RussianRanger would add scripts to make it all work, though as of right now the mod is on hold due to unforeseen circumstances and I am in need of another person willing to do the scripting part for the mod. Help required:You will need some experience in scripting and your first task will be to add the creatures to a summon altar, it is at this altar that the player can "summon" specific creatures for a certain amount of materials.Only a maximum of two creatures can be summoned at the same time, if creature nr.3 gets summoned then creature nr.1 should disappear, if creature nr.4 gets summoned creature nr.2 should disappear, and so on...So it needs to be a system that tracks the creatures you summoned so it knows which creature will disappear first if you summon another one when you go above the allowed maximum of two creatures.Also once you summon a creature that "enable" option should be removed from the altar list and be replaced with a "disable" option to manually remove that creature if the player wants to, if that specific creature gets disabled again then the "enable" option will re-appear and the "disable" option will disappear again.So simply put, two creatures maximum, one creature of a kind, player has the option to manually remove the creature once he has summoned it. I will add the new creatures and give them their spells and all that stuff, that's not for you to worry about, the only thing you will be responsible for is purely the scripting required that links the creatures to the altar so the player can summon them in exchange for specific materials. There are more tasks in store, such as expanding the already existing "grow and build" system for new buildings in the exterior, but that stuff can come later. Screenshot of the summon altar inside the Catacombs interior where the player gets to summon the creatures:http://static-8.nexusmods.com/15/images/110/31005-1419620291.jpg So if you feel like you want to assist me with this mod then please leave a reply or send me a PM, I can do lots of stuff in the creation kit and some basics with MAX3DS, but scripting has never been my strong side. Edited March 11, 2015 by Guest Link to comment Share on other sites More sharing options...
ubuntufreakdragon Posted March 11, 2015 Share Posted March 11, 2015 (edited) scriptname somename extends Quest conditional actor property creature1 auto conditional actor property creature2 auto conditional actorbase property killerrabit auto actorbase property killercat auto message property menu auto message property menu2 auto int mutex_a_turn = 0 int mutex_a_number = 0 function summon(actorbase creature_to_summon) int local_number=mutex_a_number ;wait() mutex_a_number+=1 while (local_number!=mutex_a_turn) utility.wait(0.2) endwhile actor temp= player.placeatme(creature_to_summon) as actor actor temp2=none temp2 = creature1 creature1 = temp temp = temp2 temp2 = creature2 creature2 = temp if temp2 != none dismiss_private(temp2) mutex_a_turn+=1 ;signal() endfunction function dismiss(int number) int local_number=mutex_a_number ;wait() mutex_a_number+=1 while (local_number!=mutex_a_turn) utility.wait(0.2) endwhile if(number == 1) dismiss_private(creature1) creature1=creature2 creature2=none elseif(number == 2) dismiss_private(creature2) creature2=none endif mutex_a_turn+=1 ;signal() endfunction function dismiss_private(actor toremove) if (toremove==game.getplayer()) return endif toremove.kill() toremove.disable() toremove.delete() endfunction function altar_activated_by_player() int return = 10 while(return!=3) return=menu.show() If (return == 0) select_summon() elseif (return == 1) dismiss(1) elseif (return == 2) dismiss(2) ;................ endif endwhile function select_summon() actorbase to_summon=none int return=menu2.show() if(return==0) ;remove resources to_summon=killerrabit elseif(return==1) to_summon=killercat ;............. elseif(return==9) return endif summon(to_summon) endfunction and: scriptname altarscript extends activator quest property myquest auto event onactivate(ObjectReference akActionRef) if akActionRef == game.getplayer() (myquest as somename).altar_activated_by_player() endif endevent should do the job, the enabling/disabling of the buttons is done by conditions inside the message_objects (everything ending with conditional can be tested here). by the way do you know a person, who is good in AIpackages? Edited March 11, 2015 by ubuntufreakdragon Link to comment Share on other sites More sharing options...
ToppDog Posted March 11, 2015 Share Posted March 11, 2015 AI Packages seem easier to me than scripting, but they do have limitations where it would seem scripting might do a better job sometimes. I'm sure there are a ton of people better than me at AI packages, but I was able to create some that have NPC's sparring with magic & weapons, doing archery target practice, using melee skills on practice dummies, diving & swimming in a swimming pool, & traveling between different cells to perform other tasks or sandbox, etc., all on varying daily schedules. Everything I did, I learned from researching where others had tried something similar & kept trying it until I got it to work right. I'm not sure what you are looking for your AI packages to do, but if any of that is helpful, feel free to copy what I did in my mod to use in yours. Actually, since all AI packages are basically just selecting settings & placing them in a specific order in the CK, you should be able to replicate any AI package from any mod that does what you're looking for. Link to comment Share on other sites More sharing options...
Deleted31005User Posted March 11, 2015 Author Share Posted March 11, 2015 (edited) Well thanks for the help but I'm still not sure what to do with a script like that, I'm looking for someone who will take turns with me in actively modding on the mod.For example I add all the creatures in the creation kit, prep it all up, then I take a break and hand over the mod to the other person so he can add the scripts. So if anyone wants to help me with this (perhaps you freakdragon?) then leave a post or send me a PM please. Edited March 11, 2015 by Guest Link to comment Share on other sites More sharing options...
ubuntufreakdragon Posted March 11, 2015 Share Posted March 11, 2015 (edited) well I could help you if you give me an .esp and a bit more information. I need:(objects exsisting inside the esp and their editorids)something like a button (or anything else working like an activator) to call the script via OnActivate + idThe creatures base actors + their idsSome form lists containing the summoncosts + ids + ids of linked creature Once you did them I can do the script part. Edited March 11, 2015 by ubuntufreakdragon Link to comment Share on other sites More sharing options...
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