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VinceBly

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I've run into a problem with a mod I've made. With one exception, it's another nice home for the adventurer. The exception is the house is locked and the key is kept by a witch with a bad attitude that lives in the basement. She is a very tough fight. So, you go down to the basement, beat the witch, get the key, and you've got a nice place to rest and store your stuff.

 

The problem lies with a possible future revision. If the player temporarily stores his stuff somewhere else and installs the revised mod he will retain his belongings--except the key to the house! I don't want the player to have to fight the witch again. What to do?

 

I describe the solution I have devised below, but would very much welcome suggestions from more experienced TES modders.

 

My 'witch' is derived from TestCreatureGoblinShamanWithStaff and wields the GoblinShamanStaff. Since this object exists in oblivion.esm (without my mod), the player will still have this after installing the revised mod. So, I've added a mailbox containing a spare house key with a script that checks to see if the player has this item in his inventory. If so, the mailbox opens and the player gets the key without having to fight the witch again. The script is working fine, though I suspect there might be a simpler solution.

 

- Vince Bly -

 

BTW, If somewone is willing to playtest this--let me know. vtb

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you could just make a script checking if the PC already has the key, and then either adds the witch to the basement or the new key to inventory. or the method you have used looks absolutely fine to me....
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For my mod that lets you buy Agarmir's house, I use an IsCellOwner to check whether the house has already been purchased. Additionally, I made his key a quest object, since I was planning to make the door lock after the player enters, although that didn't end up getting implemented.

 

I would suggest that you try that, since I know I would just sell the staff...

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For my mod that lets you buy Agarmir's house, I use an IsCellOwner to check whether the house has already been purchased. Additionally, I made his key a quest object, since I was planning to make the door lock after the player enters, although that didn't end up getting implemented.

 

I would suggest that you try that, since I know I would just sell the staff...

 

Abramul, thank's for your suggestion. However, I don't think it will work for my mod. After I install a new version of my Lakeview mod and have my character walk up to the house, I get the message "You've found Lakeview". I think this means that everything is refreshed and there is no owner of the house yet. If the revised .esp file uses exactly the same name as the earlier version, then maybe this won't happen--I'll check it out.

 

BTW, assuming I do need to use my mailbox script idea (since it works even if everything is reset), I wonder if it would be useful for me to use the SetCellOwnership function? Would there be any benefits from that?

 

- Vince Bly -

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Depends...I used it for Agarmir's house, but that's in Imp City. I've heard that it prevents thieves from taking your stuff, but I'm not certain that they can even take something in an NPC-owned cell without being scripted to do so. If your house had a previous owner, you should either give the player ownership, or clear the ownership, in order to prevent inventory contamination (ownership being given to an NPC).
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As I suspected, there is a simpler solution. By trial and error I have found that the key is the name of the plugin file. If you use exactly the same name, you can make all kinds of changes without causing a reset. However, even if you make no changes to the file itself, if you change the plugin's name, it will cause a reset. Fortunately, if you keep the name the same, you can change the associated description without causing a reset. So, that solves my problem. Maybe there are others new to modding Oblivion who will find this information useful.

 

- Vince Bly -

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As I suspected, there is a simpler solution. By trial and error I have found that the key is the name of the plugin file. If you use exactly the same name, you can make all kinds of changes without causing a reset. However, even if you make no changes to the file itself, if you change the plugin's name, it will cause a reset. Fortunately, if you keep the name the same, you can change the associated description without causing a reset. So, that solves my problem. Maybe there are others new to modding Oblivion who will find this information useful.

 

- Vince Bly -

Actually, a renamed esp makes Oblivion think that it's a different mod. Sometimes the old records aren't cleared from the save files, so be careful when "updating" mods this way...

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