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Posted (edited)

Hello again, all:

 

I'm working on a mod for myself, featuring recycled textures from other mods that I wanted to put together. Now, I have created all the various weapon levels, and created a leveled item list. I'm using the following script to get the various items to level:

 

 

  Reveal hidden contents

 

I realize the script is unnecessarily convoluted, but I'm new to scripting. Any help would be greatly appreciated. Also, I tried to put it in a spoiler code to hide it all, but I couldn't figure it out. Sorry.

 

Regards,

 

-Galiphile

Edited by xxkielioxx
Posted (edited)

The spoiler tag is just that, <spoiler></spoiler> with brackets though. You can also add it through the "other styles" drop down.

 

As far as your script goes, you could look at Quest Award Leveler to get an idea of how auto-leveled items can be achieved. I'm not much of a scripter, though I find the best learning tool is a similar, known-working, script.

Edited by MShoap13
Posted

Only problem with the way leveled quest item mod does it is, that keeps checking your level to your items and when your level is as high as the next better version of the item it replaces them.

 

If this is a mod just for you, you could make your scripted weapon powers scale based off your stats so the weapon would never need to be removed/replaced, and you wouldn't need extra script checking if its time to swap the item.

 

Such as its attack power could be fire dmg multiplied by your destruction or whatever desired stat.

 

I'm not much into scripting myself, but you may need OBSE to achieve that.

Posted (edited)

I actually tried the spoiler/spoiler with brackets and it didn't work (or at least it didn't register in the preview. Could be user error on my end.

 

I actually did peruse the QAL scripts, and they cross referenced each other a lot, which threw me off. It was a little bit more than I could handle.

 

Thank you for your input.

 

-Galiphile

 

EdIt: @Ash

 

That's an interesting thought. I could actually just make the weapons scale rather than upgrade, though I don't know how. I will investigate this tomorrow; it's a little late for anything in depth now.

 

Thanks for the assistance.

Edited by xxkielioxx
Posted

If the spoiler tags aren't working for you, it might be because you need to put them outside of the code tags. Scripting the auto-switching of leveled items isn't that hard... Here is an example:

 

 

  Reveal hidden contents

 

 

The script would change out the weapon to the appropriate one every time the player levels up, regardless of whether or not a new one is available. If you wanted to add anything fancy (ie checking to see if the item is equipped first, only switching when a new one is available), that would require making the script much longer, or the use of OBSE functions.

 

Scripting the weapon stats would be quite easy, but yes it would require OBSE functions. Here is an example:

 

 

  Reveal hidden contents

 

 

Again, it will be a lot longer and more complicated if you wanted to do something more (ie changing the enchantment effects on the weapon).

Posted

@FG109:

 

The script you wrote me worked beautifully, but it only worked once. Is there any way to make this repeat at every level up?

 

Regards,

 

-Galiphile

Posted

The script should be working every level up. Maybe the problem is because I left out the quantity for the RemoveItem function. Did you remember to add that in?

 

;...

Player.RemoveItem BMHScimitar01 1
Player.RemoveItem BMHScimitar03 1

;and etc.

Posted (edited)

I did. I'll test it further.

 

Edit: You're right, it does continue to work. I was using advlevel, and I guess I was doing it too close together.

 

Thanks so much for your help.

Edited by xxkielioxx
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