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[LE] Modding Quest scripts


graem

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So I wanted to add a awesome music mod for the Alduin battle since I felt like it needed more oomph

 

So I created my music track, music type and modify the quest script

 

QF_MQ305_00046EF2

 

I Added the music track under properties

 

MUSBOSS_MUSIC

 

 

 

Then I modify the Papyrus script to include the start and end markers of the track, "MUSBOSS_MUSIC.Add()"

 

 

 

Then Added a stop marker after alduin is defeated, "MUSBOSS_MUSIC.Remove()"

 

 

 

Now it works, just need's adjustment to the music and timing and it be perfect, but I want to know if this will cause major conflicts with mods or cause issue if I directly modify the vanilla script?

 

Rather have something people can use with any mod.

 

 

 

 

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Yes, and the interesting example of such a mod is World Eater Beater.

 

How would one go about making mod such as yours not conflicting with World Eater Beater?

For start, identify conflicting forms (with TES5Edit) and scripts (with something else).

 

That's a rabbit hole deep to go from there, let me know what you think.

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Yes, and the interesting example of such a mod is World Eater Beater.

 

How would one go about making mod such as yours not conflicting with World Eater Beater?

For start, identify conflicting forms (with TES5Edit) and scripts (with something else).

 

That's a rabbit hole deep to go from there, let me know what you think.

 

Well one way I can make it work without changing the vanilla scripts is add conditions to the music track, although it work once, but did not loop.

 

How I did that was I added a keyword to alduin, but that could also conflict with a mod that changes alduin.

 

So I am going to see if I can create a quest that only plays the song for that last bit based on the stage of the quest.

 

That might work hopefully.

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