TheWormpie Posted April 15, 2018 Share Posted April 15, 2018 Quick question: Anyone know if it is possible to create dynamic book text that references and includes a string from a global variable? Any examples of mods doing this or in-game books doing this?This is what you're looking for. Link to comment Share on other sites More sharing options...
FireFlickerFlak Posted April 15, 2018 Share Posted April 15, 2018 Quick question: Anyone know if it is possible to create dynamic book text that references and includes a string from a global variable? Any examples of mods doing this or in-game books doing this?This is what you're looking for. Thank you! Link to comment Share on other sites More sharing options...
candlepin Posted April 18, 2018 Share Posted April 18, 2018 (edited) I'm making a mod that adds some new food and drink items to Skyrim and would like to make it compatible with some of the popular needs mods out there. Question 1: Beyond RND 2.0 and iNeed are there any other popular needs mods I should be on the lookout for? Question 2: Does anyone know off hand how an RND 2.0 patch would work? From what I gather, I would need to attach an "eating" script to foods and a "drinking" script to beverages. Is this done directly, or via a scripted Magic Effect? Also, does anyone know if there is a value attached to these scripts (i.e. level of satiety that a particular food would imbue you with)? Edited April 18, 2018 by candlepin Link to comment Share on other sites More sharing options...
TheWormpie Posted April 21, 2018 Share Posted April 21, 2018 (edited) How can I make a talking activator forcegreet the player? Packages don't run on anything else than actors, or am I mistaken? Edit: Answered elsewhere. Edited May 8, 2018 by wormple12 Link to comment Share on other sites More sharing options...
Augh3d Posted May 6, 2018 Share Posted May 6, 2018 Hi, Wondering how one would go about giving an existing unique NPC (follower) the ability to cure disease on the player from a dialogue prompt which appears among dialogue options when the player is diseased. This is exactly the behaviour Vigilants of Stendarr have, so I was hoping it would be possible to copy that ability from them. If this would be the right way, how would I go about actually doing that? If it is not, how would you go about adding this function to a follower? Thanks. Link to comment Share on other sites More sharing options...
RichWebster Posted May 6, 2018 Share Posted May 6, 2018 Hi, Wondering how one would go about giving an existing unique NPC (follower) the ability to cure disease on the player from a dialogue prompt which appears among dialogue options when the player is diseased. This is exactly the behaviour Vigilants of Stendarr have, so I was hoping it would be possible to copy that ability from them. If this would be the right way, how would I go about actually doing that? If it is not, how would you go about adding this function to a follower? Thanks.Without looking at how it's done already, the easiest way I can think of is using Cast() in the end fragment of the dialogue response. Cast the cure disease spell on the player. Link to comment Share on other sites More sharing options...
Augh3d Posted May 6, 2018 Share Posted May 6, 2018 Hi, Wondering how one would go about giving an existing unique NPC (follower) the ability to cure disease on the player from a dialogue prompt which appears among dialogue options when the player is diseased. This is exactly the behaviour Vigilants of Stendarr have, so I was hoping it would be possible to copy that ability from them. If this would be the right way, how would I go about actually doing that? If it is not, how would you go about adding this function to a follower? Thanks.Without looking at how it's done already, the easiest way I can think of is using Cast() in the end fragment of the dialogue response. Cast the cure disease spell on the player. Alright, I'll get digging. Thanks! Link to comment Share on other sites More sharing options...
Evangela Posted May 7, 2018 Share Posted May 7, 2018 (edited) I'm working on a MCM menu for skill management. I'm still fairly new to it. I've come to a slight problem: Event OnOptionSliderAccept(Int option, Float value) ; EndEvent I need to store value to a variable that will not change. How do I this? The value param will always change, for obvious reasons, butI'll need to compare it with a previous value, like, if they change 75 to 74, or 75 to 90. Assigning it to a variable inside the event doesn't cut it as that variable will change when the value changes. Edited May 7, 2018 by Rasikko Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 7, 2018 Share Posted May 7, 2018 I'm working on a MCM menu for skill management. I'm still fairly new to it. I've come to a slight problem: Event OnOptionSliderAccept(Int option, Float value) ; EndEvent I need to store value to a variable that will not change. How do I this? The value param will always change, for obvious reasons, butI'll need to compare it with a previous value, like, if they change 75 to 74, or 75 to 90. Assigning it to a variable inside the event doesn't cut it as that variable will change when the value changes.Create a storage variable outside the event. i.e. This example is using a local variable to the script. You can do it with other types of variables too. Float Old = -1.0 Event OnOptionSliderAccept(Int option, Float value) If Old == -1.0 ;first use case Old = value EndIf Debug.Notification("Previous value: "+Old+". New value: "+value) ; EndEvent Link to comment Share on other sites More sharing options...
Evangela Posted May 8, 2018 Share Posted May 8, 2018 Thanks for that. I know about storing to variables outside and that's what I've been doing, but I didn't think to use further control techniques. Link to comment Share on other sites More sharing options...
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