LoofSquared Posted August 30, 2011 Share Posted August 30, 2011 I've been working on a small food items addition / cooking / food store kind of a mod, mostly in my head doing the thinking part, although I do have some models and textures done and added.Now there's this thing; I'm adding an enormous pile of new food items, and I want to cook them,how should I incorporate cooking with these custom items? Let me give you an example: You have some mod-added meat with you, you want to cook something off of it,but cooking requires other ingredients. Now how do you use all of this?Should I add a special kind of a cooking pot to do the thing?That might work, but if I do, you could only cook in the one single cooking pot, plus; not everything is cooked in a pot. I'm most probably just lengthening my question unnecessarily, might be the fact that I'm confusing even myself here.So, the actual question is; is there a better way to do it? (Also, although I can easily do everything else, my scripting skills are nonexistent,so whatever the solution might be, I'd be glad if you, the dear person who answers my question, could provide me with some scripting help.) Link to comment Share on other sites More sharing options...
DeadMansFist849 Posted August 30, 2011 Share Posted August 30, 2011 I can't script, but I can suggest you a couple of mods with cooking in them:Clamshell CottageMillstone Farmhouse Those are Korana's houses, and obviously you can't use her scripts without asking, but if you want to get an idea of how cooking can work in-game, take a look at them first. Link to comment Share on other sites More sharing options...
deepside Posted August 30, 2011 Share Posted August 30, 2011 (edited) I do not have enough knowledge to put up a full script though it might be a good idea to look on how the crafting is setup on the campfire.You can use this as an example for it, as this way you need several (or two items) to create a different item.Replace the campfire with a cooking pot and the items to craft with your modded stuff.You need to replace each item in the script as well.Hopefully I pointed you in the right direction and is someone able to help you with the script part of it. Edit: or you check the mods that BlackBaron2 has mentioned ;) Edited August 30, 2011 by deepside Link to comment Share on other sites More sharing options...
Grumpf_be Posted September 1, 2011 Share Posted September 1, 2011 You don't necessary need a lot of scripting. Basically you need a kitchen with all the necessary appliances (that you can add one by one with a quest or just like house parts, buying them separately). Then a cooking book opened on the table, with a script attached: Short Ing1Short Ing2...Short Device1...Short Possible Recipe1Short Possible Recipe2 Begin OnActivate Player Set Ing1 to Player.GetItemCount "Ingredient1"Set Ing2 to Player.GetItemCount "Ingredient2""Either :"Set Device1 to YourModQuest.Device1Purchased ; (0=Default=No, 1 = Yes set the variable to 1 after vendor dialog)"Or" Set Device1 to Player.GetItemCount "Device1" (if the player has it on him) .... If Ing1>0 && Ing3>0 && Device2>0 Set PossibleRecipe1 to 1EndIf If Ing2>0 && Ing4>2 && Device3>0 && Device4>0 Set PossibleRecipe2 to 1EndIf ....Set YourModQuest.Recipe1 to PossibleRecipe1Set YourModQuest.Recipe2 to PossibleRecipe2 End-------------------------- In your quest script you'll then need a GameMode Block that will popup a menu as soon as one recipe is available. Remove the ingredients, add the new ingredient... Link to comment Share on other sites More sharing options...
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