Jump to content

purchase house script


acidfrog

Recommended Posts

Hi, i have looked for help on this but with no luck i have managed to work a few things out that are involved in the proccess.

 

But i have no idea how to add in a purchase script on to a new house or onto a upgrade of an existing house. the latter is more important for me.

 

really hope you can help!!

 

thanks,

 

acidfrog

Link to comment
Share on other sites

Are you wanting to know how to get the script for the purchase of the house? or the script used to purchase upgrades?

 

There is a quest listed called HousePurchase that you could look through It may help .... Umm nevermind. Look at that quest. i think you need to add your house to it because it lists all the player houses.

 

Edit the HousePurchase quest.

Edited by jet4571
Link to comment
Share on other sites

ah ok wasnt sure if there woudl be a diffrence.

 

I am specificly looking at purchasing an upgrade i guess, but as it is a basement i figured it could be purchased as a house.

 

I have a lot of free tiem today so iw ill get to it.

 

Thanks

Link to comment
Share on other sites

You do not need to edit the HousePurchase quest; in fact, I strongly advise that you don't do it that way, because if that were to become standard practice then every single purchasable player house mod would be incompatible with every other one!

 

Rather, I recommend a new quest altogether. It's actually quite simple to make a house purchasable:

1) Build the house (duh).

2) Lock the entrance(s) to the house, such that it requires a unique key.

3) Create a new quest (e.g. MySpiffyHouseBuyingQuest).

4) Using dialog and quest aliases and some very basic scripting, set up the conversation such that in exchange for a sum of gold an NPC will give you the key to the house. You can use the HousePurchase quest as a guide here, but again do not edit that quest.

 

Giving your house purchasable upgrades isn't much more difficult:

1) Set the "Enable Parent" of all the new stuff that comes with the upgrade to an xmarker that you set to be "initially disabled".

1a) [Optional] Add some clutter that will be there before the upgrade is bought, but will get "cleaned up" when you buy it; set it to the same "Enable Parent", but then check the box to make its state the opposite of its parent.

2) Add additional dialog to the quest you created above (again you can use the HousePurchase quest as a guide here), but instead of giving a key in exchange for gold, you simply enable the relevant xmarker.

 

If you want to see a simple version of this, check out my mod Dovahheim, and in particular look at stage 50 of the quest DHQClearTheCamp; you'll see a Papyrus fragment (you'll have to extract the script sources from the .bsa file first) that makes the bandits go away and the guards appear by simply disabling one xmarker (DovahheimBandits) and then enabling another (DovahheimGuardSet001).

Link to comment
Share on other sites

Just came on to give and update.

 

But it appears what i was about to relay has already been put out there.

 

I looked at the buy_whiterun mod and that is how it was approached there via the key and locked door way , THANKS ANYWAY THOUGH.

 

not that erked by it but still interested in how one would go about editing the jarls housepurchases quest in order to work it through that, althought not really important at all.

 

 

and i had already done the upgrade bit.

 

 

Thanks a lot for your reply though KROMEY. I have been really impressed with this community.

 

:) :biggrin:

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...