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'Minigame' Scripting


cppcooper

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So I have had this idea since I started posting on these forums so long ago.. however nobody has been able to answer the question. I thought I would leave for a month or so while people get more used to the kit and now it is about 2 months since the release. So hopefully more than just one person, who will likely never read the thread, will be able to answer this question.

 

The question is this, is it possible to modify the scripting for the minigames and change, say, how many stages(tumblers) there are to turning the lock?

Edited by Sagenth
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I don't believe you can do that out of the box. But I believe you could come up with something in papyrus for this particular problem:

http://www.creationkit.com/OnLockStateChanged_-_ObjectReference - detect when you open it

http://www.creationkit.com/Lock_-_ObjectReference - lock it back from script

http://www.creationkit.com/ObjectReference.Activate_%28Papyrus%29 - force player to activate it again by script

Up to you to see if something like this works ok, I just suggest it, didn't tested...

Edited by LukeH
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Well changing the number of tumblers in a lock would be easy enough if you can find out what the DLL link is and get the SKSE or Script Dragon programmers to implement it THEN program in C++ to directly change all or specific locks. I don't believe such a thing is possible in Papyrus unless you recreate it from scratch.
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That would be quite the task huh. I can't even imagine where I would start trying to find the "DLL link" to ask the folks over there to hook onto it.

 

I would prefer that but I don't know how to go about it.

 

If we can come up with a plausible brute force manipulation of papyrus to come up with a method. I haven't done anything that complex in any scripting language before, I had been hoping I could rewrite a pre-existing one.

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Papyrus is really quite limited as far as stepping outside the boundaries of what it was designed for, mostly because it only exposes top level functions. You'll have better luck using script dragon or waiting for SKSE (sigh) to try to accomplish anything that's even slightly outside the boundaries of the scripting engine. Even simple things like changing game settings with setgs? Nope, can't do, impossible (unless you use script dragon). Edited by jimhsu
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Is it possible to script 2d things in the game with papyrus? Such as creating a whole new lockpicking hud/menu

 

not 100% sure but I do not think papyrus can alter anything related to interface.

 

Go spend a month learning Flash and ActionScript. Then browse this thread: http://forums.bethsoft.com/topic/1290652-modding-the-gui/page__hl__interface

 

Sorry, stuff like this is really, really hard. That is not to say it can't be done with brute force effort however.

Edited by jimhsu
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  • 8 months later...
The answer is no. It is built in to the game engine/user interface. Possibly you could re-engineer a new lockpicking interface using Adobe Flash, but you would have to modify the ActionScript and maybe create new animation movieclips. But even then, some crucial bits might be hard coded in the game engine and remain inaccessible. You will need Flash Professional v10 onwards to recompile. Edited by steve40
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