Krem Posted February 3, 2012 Share Posted February 3, 2012 (edited) So, I'm thinking, instead of making a long-arse dungeoncrawl, I was going to make a home. In this home there'd be a series of dungeons, each behind its own door/whatever, and the reward for each dungeon would be, aside from shiny stuff, upgrades to the house. For an example, at first the house is little more than a cave. After clearing the cave, you'd get an item, which could then be used, perhaps by an NPC, perhaps by a doodad, that'd add something to the house. The first one might make the cave livable, IE beds and stuff. The second might add some decor at the front, etc., eventually making it a manor with a basement, which would connect to other dungeons. The basement would be a separate file from the actual house, so you could store your stuff, get an mod update, and your stuff would still be there. Likely there'd be, at X dungeon, an addition to the house that'd give you a permanent, unchanging storage, so you could update the mod and the house itself without worry. So, how would you recommend going about doing this? How would you script, say, using a pedestal with a specific item, which'd give a specific update? If, say, your house currently has such-and-such, and the gem you got from your latest dungeon would add bookshelves to the house, without it being a separate instance for the bookshelves themselves.. Do you think it'd be possible? I'm guessing that the "forceful" way to do it would simply to have numerous 'versions' of the house, each with a different feature.. but the amount of combinations would be immense! One version of the house could have X, Y, Z, Q, W and T, while another might have X, Y, Z, Q, W and R... going directly at it would take ages, and be a huge file in itself. Has it been possible to add something to a house, like a chest, without making an entirely different version of the same house? -Additional- How would one go about marking a dungeon as cleared & cleared-but-respawned? And, how would one make it so that the special loot at the end (IE, house upgrades) would NOT respawn? Edited February 3, 2012 by Krem Link to comment Share on other sites More sharing options...
PaladinRider Posted February 3, 2012 Share Posted February 3, 2012 If I understand correctly, this is similar to what I did in Run the Lucky 38 for New Vegas. I'm also planning on it for Skyrim to a large degree. First off, the main problem with multiple instances of the house is just that - any items you store in the first variation will be gone when you move to the duplicated / expanded house. Stuff like bookshelves and objects are dead easy. Place them where you want, then set them to be persistent and initially disabled. You can run a script where the player activates something that checks if the Gem is in their inventory, if so then just enable the bookshelves. What I've done in the past is had locked doors. When you unlock the door it prompts you if you want to expand that room and it cost money. Pay the money, the door unlocks, and there you go. This doesn't make a ton of sense in some instances. For example I'm planning a mine where the player starts off with a very basic tunnel with an entrance. There will be rocks blocking access to the rest of the tunnel. By paying the excavator you can remove the boulder to access to different areas of the tunnel. For all the player knows, the excavator actually dug out the tunnel. One problem with this is that the map won't correspond (you'll be able to tell there's another room behind the boulder). Link to comment Share on other sites More sharing options...
Iv121 Posted February 3, 2012 Share Posted February 3, 2012 You don't need to make supperate instances for all your furniture etc. Give them a ref ID (first field in object window) , add <Your ref>.enable to your shiny stuff and ur gtg. I'm not sure it works like that in the new language though, but the basic idea should be the same... Link to comment Share on other sites More sharing options...
Krem Posted February 3, 2012 Author Share Posted February 3, 2012 Ah, that's brilliant! I actually used your mod, Paladin, but why the hell couldn't I remember it.. >_< Gonna be a tad tricker for furniture, though, I think.. And lv121, could you explain that to me? In completely noob-friendly terms, if possible. :3 Link to comment Share on other sites More sharing options...
Adolon Posted February 4, 2012 Share Posted February 4, 2012 Gonna be a tad tricker for furniture, though, I think..Just make the house spartan in the beginning, then fill it up and make it more complicated. Like, start out with a table. Then chairs are added. Then tableware. And lv121, could you explain that to me? In completely noob-friendly terms, if possible. :3If I understand how the Construction Sets in the past have worked correctly, statics in the game (like tables) can have references. Not all statics have references. For those that do, you can make it so that it will appear and disappear after requirements have been completed. For example, if you've played Fallout 3, the exterior and surrounding area of Megaton has a reference that says once you detonate the nuke, everything disappears and is replaced with rubble. Link to comment Share on other sites More sharing options...
flobalob Posted February 4, 2012 Share Posted February 4, 2012 Unless things have changed a lot since Fallout the you can use the "enable parent" property of the objects that you want to condition on certain events. Thats how it was done in Oblivion/Fallout and thats how I did it in my mod for Fallout NV that allowed you to change all kinds of things, including the carpet & wallpaper. Link to comment Share on other sites More sharing options...
Recommended Posts