cppcooper Posted April 4, 2012 Share Posted April 4, 2012 (edited) 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 April 4, 2012 by Sagenth Link to comment Share on other sites More sharing options...
LukeH Posted April 4, 2012 Share Posted April 4, 2012 (edited) 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 ithttp://www.creationkit.com/Lock_-_ObjectReference - lock it back from scripthttp://www.creationkit.com/ObjectReference.Activate_%28Papyrus%29 - force player to activate it again by scriptUp to you to see if something like this works ok, I just suggest it, didn't tested... Edited April 4, 2012 by LukeH Link to comment Share on other sites More sharing options...
Galacticat42 Posted April 4, 2012 Share Posted April 4, 2012 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. Link to comment Share on other sites More sharing options...
cppcooper Posted April 5, 2012 Author Share Posted April 5, 2012 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. Link to comment Share on other sites More sharing options...
cppcooper Posted April 6, 2012 Author Share Posted April 6, 2012 Is it possible to script 2d things in the game with papyrus? Such as creating a whole new lockpicking hud/menu Link to comment Share on other sites More sharing options...
Falconsflight Posted April 6, 2012 Share Posted April 6, 2012 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. Link to comment Share on other sites More sharing options...
jimhsu Posted April 6, 2012 Share Posted April 6, 2012 (edited) 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 April 6, 2012 by jimhsu Link to comment Share on other sites More sharing options...
jimhsu Posted April 6, 2012 Share Posted April 6, 2012 (edited) 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 April 6, 2012 by jimhsu Link to comment Share on other sites More sharing options...
cppcooper Posted December 23, 2012 Author Share Posted December 23, 2012 I've decided to take up necromancy in the search of answers. Anybody know if OP is possible using dragon script or skse. Link to comment Share on other sites More sharing options...
steve40 Posted December 24, 2012 Share Posted December 24, 2012 (edited) 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 December 24, 2012 by steve40 Link to comment Share on other sites More sharing options...
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