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Can I get a script made?


Seattleite

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I need a script made for my overhaul mod to be fully ready for release. There's only one problem... I don't know papyrus. I don't even know where the button is in the CK to edit scripts, much less the new code. So, here's the code as it would have appeared in beth script (largely lifted from a F:NV script with the same purpose).

SCN BasePerksScript

ref currentactor
ref numactors

begin gamemode

	set numactors to getnumrefs 200 1 0
	if(numactors > 0)
		set currentactor to getfirstref 200 1 0
		label 10
		if(currentactor)
			if(currentactor.isspelltarget BasePerksDone)
			else
				currentactor.addspell BasePerksDone
				currentactor.addperk Bladesman30
				currentactor.addperk BoneBreaker30
				currentactor.addperk HackAndSlash30
				currentactor.addperk LimbSplitter30
				currentactor.addperk SkullCrusher30
				currentactor.addperk DeepWounds30
				currentactor.addperk CriticalShot30
			endif
			set currentactor to Broom01
			set currentactor to getnextref
			set numactors to numactors - 1
			if(numactors > 0)
				goto 10
			endif
		endif
	endif

end ; gamemode

The purpose of this script is to distribute an ability and a set of perks to everything around the player, and the player themselves, in order to assure that these affects would always be present. Specifically, this is to ensure that blades and bows always have the ability to score crits, axes always have the ability to cause bleed and both maces and hammers have the ability to penetrate armour right from the beginning, making them meaningfully different from the start. It also distributes a meaningless ability that gives +0 carry weight to mark each target as having received the perks.

 

So, can I get a script made in papyrus that will actually do this in Skyrim? All I need is the script, the mod is made already and everything else is all ready to go.

Edited by Seattleite
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Ah, so you want a cloak spell that gives these perks.

First you'll need to make a cloak spell, and instead of damage it uses a magic effect that runs a script that looks more like this:

Event OnEffectStart(actor akTarget, actor akCaster)
	if !akTarget.HasSpell(BasePerksDone)
		akTarget.addspell BasePerksDone
		akTarget.addperk Bladesman30
		akTarget.addperk BoneBreaker30
		akTarget.addperk HackAndSlash30
		akTarget.addperk LimbSplitter30
		akTarget.addperk SkullCrusher30
		akTarget.addperk DeepWounds30
		akTarget.addperk CriticalShot30
	EndIf
EndEvent
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Ah, so you want a cloak spell that gives these perks.

 

First you'll need to make a cloak spell, and instead of damage it uses a magic effect that runs a script that looks more like this:

 

Event OnEffectStart(actor akTarget, actor akCaster)
	if !akTarget.HasSpell(BasePerksDone)
		akTarget.addspell BasePerksDone
		akTarget.addperk Bladesman30
		akTarget.addperk BoneBreaker30
		akTarget.addperk HackAndSlash30
		akTarget.addperk LimbSplitter30
		akTarget.addperk SkullCrusher30
		akTarget.addperk DeepWounds30
		akTarget.addperk CriticalShot30
	EndIf
EndEvent

Well, originally it wasn't a cloak, it was a quest script, and the quest was in NV (and gave different spells and perks), and initiated immediately after leaving Doc Mitchell's house, serving no purpose but to continually apply that script and make sure everything had the spells and perks in question. I was hoping to do the same here, but I guess the cloak spell also works.

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Starting 1 compile threads for 1 files...

Compiling "BasePerksApplyScript"...
<unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flg
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\BasePerksApplyScript.psc(1,40): missing ID at '\\r\\n'
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\BasePerksApplyScript.psc(5,11): no viable alternative at input 'addspell'
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\BasePerksApplyScript.psc(6,11): no viable alternative at input 'addperk'
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\BasePerksApplyScript.psc(7,11): no viable alternative at input 'addperk'
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\BasePerksApplyScript.psc(8,11): no viable alternative at input 'addperk'
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\BasePerksApplyScript.psc(9,11): no viable alternative at input 'addperk'
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\BasePerksApplyScript.psc(10,11): no viable alternative at input 'addperk'
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\BasePerksApplyScript.psc(11,11): no viable alternative at input 'addperk'
c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\BasePerksApplyScript.psc(12,11): no viable alternative at input 'addperk'
No output generated for BasePerksApplyScript.psc, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on BasePerksApplyScript.psc
...And now the creation kit doesn't work at all.
f*** IT! Final version's the current version. Going to go get drunk and release the mod, in that order.
Edited by Seattleite
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Unfortunately. The SKSE team looked into fixing it but either never figured it out or it was too much work. The only way to add perks to NPCs is to add them to the actor base in a plugin. That's why mods that add perks to NPCs use patcher programs.

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