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Voice Points Reward for Dragon Souls


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In vanilla Skyrim, the sounds that accompany "DRAGON SOUL ABSORBED" and "WORD OF POWER LEARNED" sequences are the same, drawing from sound files entitled: MUS_special_WordofPower01-02-03.

 

In my mod I would like to silence the sounds for the dragon soul absorb sequence but keep the word of power learned ones.

 

However, opening up the MQKillDragonScript it is not as simple as finding the play.sound and deleting it.

 

What's actually coded is:

 

--------------------------------------------------------------------------------------------

 

; increment dragon count

DragonsAbsorbed.value = DragonsAbsorbed.value + 1

 

; add dragonsoul point to player

GetPlayer().modActorValue("dragonsouls", VoicePointsReward)

; do this right now for MQ104 dragon:

if !MQ104.GetStageDone(90) && MQ104.IsRunning()

; debug.trace(self + " setting MQ104 stage 90")

MQ104.SetStage(90)

 

int Property VoicePointsReward = 1 Auto

{how many soul points to give player}

 

--------------------------------------------------------------------------------------------

 

I am thinking that VoicePointsReward is something that can be edited. However, I am not able to find it in CK. There is a voicepoints under Actor Values, but it cannot be edited or anything.

 

If anyone has ideas/suggestions please let me know!

 

Thanks in advance,

 

:rolleyes:

Edited by JonoPhoenix
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In cases like this, it might work better to approach it from the other angle... Breaking both where they rely on the same trigger, then manually scripting that sound trigger in just the one you want.

 

That sounds like good advice. I would have script not only the sound though, but also the function for adding dragonsoul points and one for making the "dragon soul absorbed" message appear.

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In cases like this, it might work better to approach it from the other angle... Breaking both where they rely on the same trigger, then manually scripting that sound trigger in just the one you want.

 

That sounds like good advice. I would have script not only the sound though, but also the function for adding dragonsoul points and one for making the "dragon soul absorbed" message appear.

Sorry, kinda derped since I'm clueless with papyrus. If I'm reading this script correctly it both increments dragon kills and the amount of voice points.

 

the line

int Property VoicePointsReward = 1 Auto

is just setting an internal variable.

 

the adding of points is handled by:

DragonsAbsorbed.value = DragonsAbsorbed.value + 1

and

GetPlayer().modActorValue("dragonsouls", VoicePointsReward)

 

 

This doesn't actually help make what you want to do easier since you're still needing to find the script that controls the sound and text, or atleast what component. But given this that component probably isn't a full script and is just something else tied to the event.

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