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Persuasion Script


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I tend to play MW as immersive as possible, using every mod from food/sleep to being weighed down by armor when I swim. However, when I was playing lately with a low speechcraft character, I realized I'd spent twenty minutes admiring an NPC, but in game time, no time obviously passed... I was wondering, is it possible to make a script that could advance the game clock depending on how many persuasion attempts you make? Something like ten attempts equal ten minutes? I'm not sure if that's possible or how to get started... the idea just dawned on me as something neat to make persuasion actually feel like a conversation had passed between you and the NPC, rather than button spam. Any ideas how this could be done? Does MW keep track of persuasion checks? I've no idea where to begin.

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  • 7 months later...

I think you could do it through the dialogue menu, but it's kinda iffy.

There's no way to keep track of or change game time minutes, so you'd have to advance it by hours. You could make a script that added 1 to a global variable every time it was run, and advances game time by an hour once you reach a certain number. Then you could go to the dialogue menu in the cs and insert " startscript "that_script" " (calling it whatever you want, probably not "that_script") into the results for every admire fail/success dialogue. Make sure you have a line near the end of the script that stops the script, otherwise you would have the game time advancing very quickly... Also keep in mind that if you have other mods that add responses to admire, you would have to put it in those as well. I'm not sure whether this idea would work, but it is an idea, maybe at least a starting point?

 

Addendum:

GhanBuriGhan's tutorial on scripting would likely be very useful in making this script. Go to page 118 of the pdf.

Edited by Ferren42
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  • 3 months later...
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