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Couple of questions


cfh85

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Firstly if I have a float in a script, say timeleft, and I wanted to use it in a conversation eg "I have 'timeleft' days left to my contract" could it/how would I implement it? I've created some hired companions, but it would be helpful to be able to find out how long until they need to be re-hired or let go.

Also, any suggestions as to what the NPC should do as the contract is coming to it's end? Could I use a Ref from the NPC's script to create a quest update or just a message, containing the NPC's name? Would the script produce a message if the NPC wasn't anywhere near the PC?

 

My other problems is with my custom summon spell. I'm sure there is a way to rename an NPC or creature to " Players 'original name of summon' "

Can I replace player with the PC's actual name? the most important part is to retain the original name of the summon

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I was thinking of using an AddScriptPackage to force an "ambush" where they demand to be paid. Use a quest script to count the days like this: Set HiredDay to GameDaysPassed.

Set EndDay to GameDaysPassed + 30, Set DifDay to EndDay-HiredDay.

 

Add a topic: time-left, have it trigger a message-box that displays DifDay

Edited by scarycave
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I was thinking of using an AddScriptPackage to force an "ambush" where they demand to be paid. Use a quest script to count the days like this: Set HiredDay to GameDaysPassed.

Set EndDay to GameDaysPassed + 30, Set DifDay to EndDay-HiredDay.

 

Add a topic: time-left, have it trigger a message-box that displays DifDay

 

I'll right more, but I have to go right now.

 

I think you may have missed what I was asking. The countdown I've done, I just need to have a message. The message can't be generic as I plan on creating a lot of companions (just found the function to display NPC name in a message (%n)). Also I don't want a seperate script for each NPC.

I'm pretty sure I've figured out how to do the messages now.

I didn't want to force to NPC's to do anything that involves them finding the PC. The PC may be in a dangerous/delicate situation.

It would be easy to use a messagebox to say " GENERICNPCName's contract is nearly up, do you want to pay #septims to renew their contract" but it would be too unrealistic for what I want to create.

 

I may create a special NPC helpers for the PC. Their jobs would be to do little tasks like sending them to find hired NPC's to pay them or change their orders, buy food/drink for player homes. These would work very differently from companions. They would have very low confidence and aggression, be a member of all the major guilds (for access reasons) and be set as essential. Their commands would be different to reflect that they're not followers.

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My mistake, I must have rushed through it and I couldn't finish what I meant to say. From your post though I assumed you wanted a pack-mule like you mentioned in the companion for hire thread. The ambush package would be more realistic then what I've done but think of it though, if realism is what you seek - the companion HAS to find you like you said, the ambush package is the only package that makes NPC's follow and force activation of themselves. Setting the NPC to be a "ghost" so they can't be hurt during the ambush package might work. Edited by scarycave
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realistically, how would he/she know where the PC is?

The message is just a reminder for the player (PC's journal) it's then upto the player to find the NPC and renew their contract. If they don't the NPC is returned to it's normal packages

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Ok I see what you mean now. I thought it was them coming to you, but you want them to stay at the guild and do the stuff then? Maybe they could give you a stone that you could click-on in your inventory to check their status? You could probably use the setname to show the time-left in the items actual name, and maybe contact and command them with the stone itself?
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If you're asking how to throw a string variable into dialogue, I'm pretty sure that's impossible. My reasoning is that (apart from where would you put the variables?) if you voiced that dialogue, you couldn't alter the voice file to match the player's name, so why would Bethesda allow the text to be altered?

 

 

As for changing the name, you could use something along the lines of...

 

Ref rPlayer
Ref rSummon

Begin <>

    Let rPlayer := Player
    Let rSummon := <summon>
    SetNameEX "%n's %n" rPlayer rSummon rSummon

End

Edited by WarRatsG
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I figured out all I needed in regards to this.

When you ask the NPC how long is left on the contract they 'let me think...' and a messagebox comes up. Not perfect, but not too bad either.

 

Now I'm stuck on ScriptName CFHPlayerIsDoingQuestScript

 

SetPackageAlwaysSneak PackageRef Bool. what's a bool? I tried 1 and 0 with no luck. Any ideas?

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