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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 by candlepin
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  • 2 weeks later...

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.

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Hi,

Â

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?

Â

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.

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Hi,

Â

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?

Â

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!

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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, but

I'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 by Rasikko
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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, but

I'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

 

 

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