socksftw Posted May 29, 2008 Share Posted May 29, 2008 I suppose taking the house would kind of revolve around the situation. A small little cottage out of the way where nobody would ever look would differ from a large mansion in the imperial city. Or you could create an NPC with a script allowing you to forge their will, or something along those lines. Or are you thinking of once the NPC is killed, the house is up for sale? Link to comment Share on other sites More sharing options...
InfiniteRealm Posted May 30, 2008 Share Posted May 30, 2008 No, i've worked on an improved script with a friends (much better scripter) help, and added a variable for the script to trigger in three days. Scn [owner]door short LockLevel short DoOnce short deadowner01;one for each owner short deadowner02 short controlvar01 short controlvar02 short controlvar03 short controlvar04 short button01 short choice short forsale float timer float price float Playergold Begin GameMode Set deadowner01 to [owner1].Getdead Set deadowner02 to [owner2].getdead Set price to [price] Set Playergold to player.getgold if controlvar04 == 1 set timer to getdayspassed endif If deadowner01 == 1 && deadowner02 == 1 set controlvar04 to 1 If controlvar01 == 0 && timer > 3 set forsale to 1 [door].lock 100 [door].setownership deadownerfaction Set controlvar02 to 1 endif endif if controlvar03 == 1 if button == 0 [door].setownership player player.additem [deed] player.additem [key] set controlvar01 to 1 set controlvar02 to 3 messagebox "Congratulations! You have bought the house! The deed and key have been placed in your inventory.", "ok" set controlvar03 to 2 else set controlvar03 to 0 endif endif end Begin OnActivate if controlvar02 == 1 && controlvar03 == 0 if playergold < price messagebox "This house costs %g.", price, "ok" else messagebox "Would you like to buy this house for %g?", price, "Yes", "No" set button01 to getbuttonpressed set controlvar03 to 1 endif endif endif The script will placed on the exterior doors of the house, and after three days from the NPCs death will trigger the whole place to be locked down tight, and whenever the player attempts to open the front door (even without the key) it will open a mesagebox asking if he wishes to buy the house. I would have put it into the local merchants like i earlier thought, but Reepicheep (the scripter) pointed out the hassle of changing a shop, and possible conflicts, so we settled for this. Not as 'real' as it would have been in the shop, but it worked. What NPCs should i have the script running for? Link to comment Share on other sites More sharing options...
Halororor Posted May 31, 2008 Share Posted May 31, 2008 Anybody with big houses will do, maybe Umbaccano and people like him. Link to comment Share on other sites More sharing options...
InfiniteRealm Posted May 31, 2008 Share Posted May 31, 2008 I'll leave out Umbaccano and/jakben,. reason being the servants they have in the place, im not sure if it would be appropriate for them to still be there, so it would require new ai and speech, which i would rather not create. Especially speech. Link to comment Share on other sites More sharing options...
lolassassin101 Posted June 1, 2008 Share Posted June 1, 2008 or you could just get rid of them and place in servants guards and archers / barbrians and other people like blades (from merc mods/companion) and just give them the rumor mill (dont ask me to even try open a mod in CS as i cant even do that!) Or you could create an NPC with a script allowing you to forge their will or add a DB or Thieves Guild to (TG)Rob/(DB)kill the willmaker to get the new will. for the DB maybe a undocumented quest where you see a "Marked Man" walk down the street to (added willmaker) in the city, like the owner of the hall you buy in Skingrad. Link to comment Share on other sites More sharing options...
Clipz43 Posted June 1, 2008 Share Posted June 1, 2008 It's good to see that this mod is getting the attention it deserves. I also like how Infinite managed to get most of it done without my bulky and redundant coding (I was and still am a beginner when it comes to all this.). Personally, I feel that NPCs who die during a quest should be the ones to get the script. But, I have no clue how many NPCs actually die during a quest, how many of those have houses, and where those houses are. And there are probably many, based on the Dark Brotherhood quests. Hope my input is of any help and I hope you manage to get this mod up and running. If you do be sure to upload it! Link to comment Share on other sites More sharing options...
tyreil829 Posted June 1, 2008 Share Posted June 1, 2008 its a shame that body removeing isnt in oblvion like it is morrowind Link to comment Share on other sites More sharing options...
lolassassin101 Posted June 2, 2008 Share Posted June 2, 2008 there is a mod spell to remove bodys and the bosmer you kill house goes to his realitive. Plus this Suggestion is better than the ones i give :) plus you have an idea of how to use the CS Link to comment Share on other sites More sharing options...
hoots7 Posted June 2, 2008 Share Posted June 2, 2008 It's good to see that this mod is getting the attention it deserves.....Personally, I feel that NPCs who die during a quest should be the ones to get the script....I hope you manage to get this mod up and running. If you do be sure to upload it!2nd that, wish you the best. Link to comment Share on other sites More sharing options...
TheLastIstari Posted June 2, 2008 Share Posted June 2, 2008 Judging by the title, I thought this was going to be a Monty Python request. "Bring out your dead!" Maybe we need to include a cart for the hell of it. Link to comment Share on other sites More sharing options...
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