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Tutorials WITHOUT "youtoob"


Allannaa

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As for the tutes that tell you how to change stats and perks and abilities, go ahead and work through a couple of those. They will help you learn how Skyrim works, how the scripting works, how the game mechanics work. Once you know that, you can go on from there.

 

 

Where can I find these tutorials for changing and creating perks? I searched this thread for "PERK" and only found four posts that mention perks, but no link to a tutorial.

 

Cheers!

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So, I have been building a house, and thank you again for the awesome thready goodness, it is awesome. I am trying to figure out how to script special displays for the deadric artifacts. Like with the claw display and the Dragon Priest masks. I tried to modify Sjogga's tutorial for the claws, but honestly after 4 days I think i am not thinking straight and my brain refuses to wrap around it. I know has something to do with the line of MiscObject, but for the life of me I cannot figure out what Deadric Artifacts are. My brain...it BURNS!!

 

Any ideas or suggestions would be appreciated. Otherwise I will work on this next weekend and hope that maybe by ignoring it all week a solution will work itself out.

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@ShadeyBladey:

Change Perks - add a perk via dialogue.

 

I did this tutorial before but here you go.

 

 

Introduction.

This will work for many items that you want to add to a player. Not just perks.
This example will add all perks from the Alchemy perk tree, while in dialogue.
It is meant to show how they are added, not meant to cheat.
This assumes you have already created dialogue with your npc and your npc/actor
is going to give the player a perk. You can skip the directions on how to make a dialogue
branch and how to make a quest; if you know it already.
This assumes you know how to create a Quest.
I f you have not, then I will show a very basic way to make a quest.
I am basically saying that after creating a quest, it is difficult to get the Story Manager
to start the quest that you created, so it goes beyond the purpose of this tutorial.
This assumes you know how to make dialogue from the dialogue tab inside the Quest.
If you have not created a dialogue, I will show you a very basic way how to make
the dialogue available.

Not all script commands will work in dialogue. Some scripts do but you have to know how
to 'CAST' them into another 'form'. Basically this means convert from one type to another then
pass it to the dialogue script or function. So ignore it for now and concentrate on adding perks.































LONG version


Setup:
In your creation kit, make sure you are using the INTERIOR cell.

Click on the Cell View window.
Click on the drop down portion and look for INTERIOR, or type the letter ' I ' and it should
jump to that area.

;NOTICE* anything highlighted in YELLOW can be copy / pasted.


A. Make a NEW Quest.
If you have not created a quest, you can start by doing the following.

Click on the World Object window.
Click on Character. Open the tree 'click on the plus sign and it will show more options'.
Click on Quest.
Right click any of the yellow question mark quests.
Click on new.
*note You are gambling if you use existing quests, even duplicating quests causes
complications. I suggest for testing you make it all new.

Name the ID field: PerkQuestAlchemy
Obviously thats a retarded quest, but since this is a test, it will define what the purpose
of your quest is. Name it whatever you want, just remember what you called it.

Quest Name: Green Thumb Advocate
Okay, I am making random things up. You get the idea. Its your quest.
I am just filling it in for examples I need to refer to later on.

*NOTE Quest Data Tab
People tell you to click on the check box 'start game enabled'.
It is supposed to automatically start your quest for you.
I have not seen it work since the latest patch. So for now click on it for testing
purposes. If you are advanced and know that your quest already has started
by using the Story Manager; then do not check that box and this will work
much better for you.

1. Define the Data Tab Options
Click on the check box 'run once'.
Click on the drop down box at the top called 'Type' and select 'side quest'


2. Define the Quest Stage
Click on the tab called Quest Stage
Click on the check box 'start up stage' and make sure the check mark is in it.
On the left is a field called 'INDEX', right click the white area below it
and click 'new'. It will ask you what stage number. Type '10' as your first stage.
The new stage ten will now be highlighted in blue. When it is hightlighted, you will
right click on the white space under 'LOG ENTRY'.
Doing this will create an empty entry. I chose not to put any text into it.
The empty log entry should be highlighted blue. If not, click on it now.
By selecting the log entry, you are now making the papyrus box available.
Click on the papryus box on the right and type or paste the following:
SetObjectiveDisplayed(0)


3. Define Quest Objectives.

Click on the tab called Quest Objectives.
It is the same procedure as defining Quest Stage.
Right click on the white area under 'Objective Index'.
Click on 'new'.
A new highlighted object will appear, it is already zero. Leave it as zero.
Look for 'Quest Objective Data' it is in the grey box below. Index is zero.
To the right of the index that is zero, is a ' Display Text' field.
This field is what the player will see inside the game, so do not put techical terms
or any random characters here. It breaks immersion.
Type text into this field, for example:
" Your new friend has a perk to share with you. "
*note : Do not use this in an actual quest that you are publishing. Testing only.

Create another objective:

Right click on the white area under Objective Index.
Click on new.
In the Index field, type the number 10 into it.
Click on the new index '10' so it is selected.
Type the following into the Display Text field:
Congratulations, you have alchemy perks!



B. Make a new Dialogue
Click on the Dialogue Views Tab.

Make a NEW dialogue view branch.
Right click on the white area under 'dialogue views'.
Click on 'new'.
Name it : DV+First 2 letters of your quest+purposeofthisline
Example: Our quest is called Green Thumb Advocate.
So we name it DVGTAddperk
*Notice DV is short for Dialogue View. So when you create a very long quest
you can remember that DV is an indicator that it will be the STARTING
point and will be created in the Dialogue View column on the left.

Create your first Dialogue Topic
Click on DVGTaddperk that is on the left, under the Dialogue Views field.
On the right, you will see white space.
Right click on the white space and click on 'create a new branch'
Use the same name as your dialogue view + name of the topic.
Example: DVGTaddperkAskForPerk
When you press enter, it will show the same name with the word 'topic' after it.
Press [enter] again.
You should now see both of those items in a gold box.
If you were to right click on the gold area where DVGtaddperkAskForPerk is, you will be able to
choose or make sure that it is check boxed for 'top level'

Right click on the gold area where the second text is, the one with 'topic' at the end of it.
This is where the player will be seeing text in the game, that will be clicked on to activate more
dialogue or a choice. It is where the player will be asking the questions.
Type this into the ' topic text ' field:
Would you please give me education on alchemy?
Do not press ok. Do not press '[enter]'


Create Response.

Below the 'topic text field' is another area with fields, like 'INFO'.
Right click under 'INFO' and click new. This is what the npc will respond with.
For testing and ease of use, just type : OK, you may.
Click on ' [OK]' button.
You will now see Your question topic at the top, with the response below it in the INFO field.
Do not close this window.

Create your perks

1. Click on the papyrus End fragment box at the bottom.
2. Type a command into END fragment box: Game.GetPlayer().Addperk(Perk1)
3. Close the conversation box it will have errors . It will have generated a ' TIF_ ' script.
4. At this point you are back where the gold dialogue branch is.
Double click on the topic on the right 'ok you may'. It will put you back where you need to be.
Find the papyrus 'end fragment' box at the bottom. You will see the tif script you generated.
5. Right click on your Tif_ script and click on 'edit'.
Press ctrl+f to pull up the 'find' option. Type ' addperk ' without the quotes.
It will bring you to the command that you created.
REMOVE the command you created (delete it).
*notice it is sandwiched in between BeginCode and EndCode.

6. Copy the following code BETWEEN the BEGIN CODE and END CODE statements.
If you don't see them yet, then just paste the following in the same spot where you had
already deleted your original command: Game.GetPlayer().AddPerk(Perk1).
Game.GetPlayer().Addperk(Perk1)
Game.GetPlayer().Addperk(Perk2)
Game.GetPlayer().Addperk(Perk3)
Game.GetPlayer().Addperk(Perk4)
Game.GetPlayer().Addperk(Perk5)
Game.GetPlayer().SetObjectiveCompleted(10)

*notice that the perks are added IN ORDER of how the player achieves them in the game.





7: Go to the end of the script and find the line with ';END Fragment Code 'do not edit..blahblah..'
COPY following Variables and definitions AFTER the line.


Perk Property Perk1 auto
{Click on drop down and choose LOWEST LEVEL of the perk first}
Perk Property Perk2 auto
{Click on drop down and choose 2nd LEVEL of the perk }
Perk Property Perk3 auto
{Click on drop down and choose 3rd LEVEL of the perk }
Perk Property Perk4 auto
{Click on drop down and choose 4th LEVEL of the perk }
Perk Property Perk5 auto
{Click on drop down and choose 5th LEVEL of the perk }

;=====================================
; Any perk you want, is shown on Skyrimcalculator.com
; Example: Alchemy add all in tree.
; perk1=Alchemist00
; perk2=Physician
; perk3=Poisoner
; perk4=ConcentratedPoison
; perk5=GreenThumb
;====================================

* Notice You have 5 perks. Therefore you have 5 properties / variables.
Each property is declared with the 'Perk Property' statement.
To keep track of each perk property, we add a VARIABLE called perk1, perk 2, etc.
Each perk property has a comment that starts and ends with brackets {}.
This is to help the modder hover her mouse over the perk variables and see the comment.


8. After you compile and save the script. You exit script. Make sure no errors occurred.

9. Click PROPERTIES button and 5 variables or choices appear.
Those variables are what you already typed when you created your script.
Those variables are :
Perk1.
Perk2.
Perk3.
Perk4.
Perk5.
You are now defining or telling each variable what they are. You are giving them a home.
You are now telling them what perk will be given first, what will be given second, etc.
Use the above Alchemy perk example, highlighted in yellow and fill each property.
Fill each property:
Click on Perk1 and you will notice on the right you will see ' Property type Perk'
and below that is a button 'edit value'. Click on 'edit value'.
A drop down with choices will appear. Using the chart above, Perk1 = Alchemist00.
So scroll through the list and find 'alchemist00'

It is already shown IN ORDER of what the perk tree is.
Perk2 variable is Physician. Perk3 variable is Poisoner, etc.


10. Compile script and check in game. You are done. If you are curious, read 'Under the Hood'
but it is not neccesary to make your script work.

Under the hood
The rest of this is for you to get a visual, do NOT copy/paste it. It has references to my fragments
and their information is different than yours. That being said, it is VERY similar to yours.

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 4
Scriptname TIF__0200F259 Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_3
Function Fragment_3(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor

;BEGIN CODE


Game.GetPlayer().Addperk(Perk1)
Game.GetPlayer().Addperk(Perk2)
Game.GetPlayer().Addperk(Perk3)
Game.GetPlayer().Addperk(Perk4)
Game.GetPlayer().Addperk(Perk5)

;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

Perk Property Perk1 auto
{Click on drop down and choose LOWEST LEVEL of the perk first}
Perk Property Perk2 auto
{Click on drop down and choose 2nd LEVEL of the perk }
Perk Property Perk3 auto
{Click on drop down and choose 3rd LEVEL of the perk }
Perk Property Perk4 auto
{Click on drop down and choose 4th LEVEL of the perk }
Perk Property Perk5 auto
{Click on drop down and choose 5th LEVEL of the perk }

;=====================================
; Example: Alchemy add all in tree.
; perk1=Alchemist00
; perk2=Physician
; perk3=Poisoner
; perk4=ConcentratedPoison
; perk5=GreenThumb
;====================================
Credits and resources.


CreationKit.com
Skyrim wiki
SkyrimCalculator.com
TESalliance

Thirteen Oranges Help with item drops and codes not suited for dialogue.
DarkFox Verification my procedure worked with npc creation, simple item add to
inventory.
M1ll3rBoy Verification my procedure worked with item added to quest by an event.
ME I translated what I saw in to text. I verified code and this perk example is all my
doing. By observation, I painted by number and showed how they all fit.
I also 'proofed' the strategy of automating 'skeleton script formats'.

 

Edited by Ashenfire
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@Galadreal:

 

I examined the bookshelf system and retrofitted them to be potion shelves. I modified the scripts as well.

 

I was thinking that if I modified it again, I might be able to make them take masks for display.

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Ashenfire. I got the masks set up. Sjogga had a really good tutorial on here for that. Like I said before my brain was just fried after 4 days. I am not sure how speciality items work in here or what they need to be coded as. I believe that it would be different for the weapons, armor, book, and Azura's Star...but i want to at least get one right before I concentrate on the others.

 

Thanks though.

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@Ashenfire,

 

Thanks for that, I'm sure it will be useful. What I was really after at the moment was how to change a perk tree, change some existing perks and add new ones, but I have worked that out now.

 

What I am looking for now is a good papyrus tutorial and a way of adding Abilities, Shouts and Powers to a player as long as a certain non-equippable item is in inventory, and these perks are lost when the item is removed and they return when the item is returned again.

 

I'm sure your tutorial is going to be very useful for that.

 

They way I look at it is:

 

Abilities - always on, like Frost resistance

Shouts - usable at will (subject to cooldown), whenever you want, like any Voice shout

Powers - Usable once a day, like Battlecry

 

So the "shouts" and "powers" could be spells or something, but they will be activated like shouts.

 

Any advice on that?

 

 

Cheers!

 

~.~

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What I am looking for now is a good papyrus tutorial and a way of adding Abilities, Shouts and Powers to a player as long as a certain non-equippable item is in inventory, and these perks are lost when the item is removed and they return when the item is returned again.

That will be a little tricky as there isn't a way to check for the player to be holding a specific item.

What you can do is check for when the item is added & when the item is removed. See spoiler for basic events

 

 

Within player alias script:

 

 

 

MiscObject Property YourItem Auto

Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
  If akBaseItem == YourItem
    ;add your abilities, shouts & powers here -- if scripting allows
  EndIf
EndEvent

Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
  If akBaseItem == YourItem
    ;remove your abilities, shouts & powers here -- if scripting allows
  EndIf
EndEvent

 

 

 

As far as adding abilities, shouts & powers, I've not worked with that. I'm sure it is possible with papyrus, just not 100% sure. AddSpell might be what you would need.

Edited by IsharaMeradin
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What I am looking for now is a good papyrus tutorial and a way of adding Abilities, Shouts and Powers to a player as long as a certain non-equippable item is in inventory, and these perks are lost when the item is removed and they return when the item is returned again.

That will be a little tricky as there isn't a way to check for the player to be holding a specific item.

What you can do is check for when the item is added & when the item is removed. See spoiler for basic events

 

 

As far as adding abilities, shouts & powers, I've not worked with that. I'm sure it is possible with papyrus, just not 100% sure. AddSpell might be what you would need.

 

 

Yes, it does not matter if the effect is created as a spell or something else, as long as some of them are always on effects and the others are usable like Shouts and Powers, rather than casting a spell that requires magicka.

 

 

My current character has been a Bard using "Become a Bard" by LP1

http://skyrim.nexusmods.com/mods/31680//

 

and "Playable Instruments - Play and Bash" by planexuser

http://skyrim.nexusmods.com/mods/9375/

 

 

"Become a Bard" allows you to use new Shouts (Play Lute, Play Flute, Play Drums) to play songs in-game as long as you have an instrument in inventory (which is normally not equipable), so the scripts must be detecting the items being there.

 

"Playable Instruments" works a little differently - you craft a vanilla instrument into a fine or battle instrument and can then equip it like a weapon to play songs or use them as weapons. It also adds special Bardsong powers like an AD&D Bard where the music has an effect like Illusion spells. Plus, you can make song books and play specific tunes by opening a book in inventory.

 

They both work well together once you sort out which does what and I highly recommend them for playing a bard character - Vanilla should have been like this.

 

I had a look at Become a Bard and it has some ferocious scripts in there, but it is beyond me to work out what is going on at the moment.

 

That was the sort of thing I was thinking of - the player has an item in Miscellaneous inventory (rather than a ring or amulet which would take up an equipment slot) and is able to use these new powers.

 

 

Thanks for the help, I'll copy and paste your suggestions and have a closer look.

 

~.~

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Kia ora

 

Sorry if this is the wrong place

 

Is there a tutorial or a way to craft an item only if the player has an item?

 

I have made a mod that (with edited models so replace's nothing) allows the player to craft

circlets that have a smaller version of the dragon masks instead of the center stone, I'm in the process

of adding beast Race support, but currently it becomes a bit of a cheat as altho they'er not cheap they

can be made at any Skyforge at any time. I would like to have a check something like the mask is in the

Player inventory or the Dragon Priest is dead, having the mask is risky because it would be destroyed

as I understand it,. That would be ok cept I understand that people would still want to have them for their

displays. I would just like to have things so the player has earned the right to make the circlet of Krosis

because he/she has dealt to his ghost and killed it

 

any ideas would be great, keeping in mind I can't script to save myself I'm wondering about crafting recipe

conditions that might do this but have no idea

 

http://skyrim.nexusmods.com/mods/38102/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D38102%26preview%3D&pUp=1

 

Thanks in advance

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Yes. You can use (or should be able to use) the conditions on the recipe to require an item to be in the player inventory before crafting is possible.

 

I'm not sure of the exact settings to use, but I do know that it is possible. I could look into the CK (only thing Skyrim related I can run now) when I have more time (need to get some sleep at the moment). However, if someone else beats me to it that would be just ducky. :P

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