Jump to content

How to link an activator to a object?


Recommended Posts

Hello, for the past few days I have been working on a new mod. The mods function is to add an economy system to Skyrim. As an example I will show a basic outline of what I am planning: Skyrim has several towns and villages, and stealing is just a basic thing without any disadvantage if you are not caught. However I plan to change that along with a few other things. First off, every village and town will have a few things that it can do. I am working on riverwood right now. So in Riverwood you have the chance to sabotage the mill, if you do so, it will "decrease" the economy, a result of the economy decreasing is: Less NPC's will be traveling through the area, crime will increase, the town will look more as if it needs work, and needs improvement, a small slums area could be added, and beggers will increase. There will be about 5 parts that will slowly decrease each area. Example for river wood again: The mill (Sabotage event), Forged Greatsword (Stealing Event) Killing the village elder (Murder Event), Stealing Crops (Stealing Event), Killing Livestock (Murder Event). However other things will be taken into account, as seen in many other mods places like Whiterun will be thought of, as it being the "Trade" Capital of Skyrim. You will see much more people going in, and a lot more trading areas by default. However if you were to lets say: Wreck a stall (Sabotage Event) it may push some other traders away. Another thing to take in account, is that places like Riften you will see more thieves etc by default, while in Solitude you will see many more Nobles. As a last thing before I get to my question, is that every City has a Jarl, however Villages will have an elder, that will mainly look over the village.

 

Now to my question, like I said Sabotage Events are going to be apart of the mod. But, here is my problem, for example the mill sabotage event in Riverwood, I would have an Axe as the Activator, a script named "Sabotage" would be placed in it with the message "You have sabotaged the mill the economy has been decreased!" Now, I would like it to delete the mill spinner, when you do so. Showing it has an effect. However, I don't know how to make the activator link up to the mill to delete it. Now I have another question.

 

Since the sabotage of the mill would increase a factor, and for example would add more beggers. How would I trigger that? If I made a script with the name "Riverwood_Beggers" and it placed several beggers in riverwood. How would I have the Axe Activator trigger that script into placing the NPCs?

 

That is my questions, and the run down of the mod. If you have any questions for the mod, I could answer them. But thank you for anyone who can help me out.

Link to comment
Share on other sites

The Skyrim Kit has an object that is a red X marker ... You can see it from the Kit but not in game ... Duplicate it and rename it to something prevalent ( Riverwood X Marker ).

Then from the kit place it on the map setting the new marker to [ Initially Disabled ].

Lay down all the things you wish to add and set them also to [ Initially Disabled ] using the option to [ Pop In ] if you like (and/or out of site when spawned).

Link them to the X marker using [ Enable Parent ].

Then from a master script add ...
ObjectReference Property Marker Auto

( from the kit set that to the new X marker on the map )

Then from the script you can use the command Marker.Enable() or Marker.Disable().

This will enable or disable the X marker and in turn enable or disable all the other objects linked to that X marker.

Make sure each script like your "Riverwood_Beggers" keys off the fact the marker or itself is enabled. (if not it sits idle and disabled)

 

 

( Once you understand how this works you can also set objects to [ Opposite of Parent ] to get a reverse effect. As in It's enabled when the X marker is disabled.

But, I don't think you will need to use that in this way with what you are trying to do. )

Edited by NexusComa
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...