davethepak Posted November 24, 2019 Share Posted November 24, 2019 Hello there. I am looking to add more thane rewards for a mod I am working on. Basically, when a player gets named thane, and gets their normal vanilla item, I want to give another item. Some ways I thought of doing this; 1 - Quest with player reference, that has an on additemevent, and check for the items. There is a thane weapon mod that does it this way - but it feels...like a lot of overhead checking every single time the player gets a new item. 2 - A set of nine quests that have conditions for the player to get to the thane portion of the hold quests, then kicking off a script that gives the new item.This feels like brute force, and well, a lot of overhead. Also, if the player adds mid game, they will just get items appearing... 3 - A quest that runs with story manager on location change, and then checks to see if thane quests are completed, then either gives item (with maybe a message or something) or kicks off courier quests to deliver them. This feels less immersive, but maybe easier. Of coure, I have to learn story manager, and the courier quests. Anyone else have suggestions for giving additional thane rewards? thank you in advance. Link to comment Share on other sites More sharing options...
ReDragon2013 Posted November 25, 2019 Share Posted November 25, 2019 (edited) well, you should make code injection to following scripts, but make sure you had a look at script changes inside USLEEP and/or USSEP before ScriptName FavorJarlsMakeFriendsScript extends Quest Conditional FUNCTION GetOutofJailCard()maybe interesting properties ;Thanes get out of jail conditions (2x 9 conditions) ; 0 = not a thane yet ; 1 = Thane, has not used his get out of jail card ; 2 = Thane, has used his get out of jail card Int Property ReachImpGetOutofJail Auto Conditional Int Property ReachSonsGetOutofJail Auto Conditional Int Property RiftImpGetoutofJail Auto Conditional Int Property RiftSonsGetOutofJail Auto Conditional Int Property HaafingarImpGetOutofJail Auto Conditional Int Property HaafingarSonsGetOutofJail Auto Conditional Int Property WhiterunImpGetOutofJail Auto Conditional Int Property WhiterunSonsGetOutofJail Auto Conditional Int Property EastmarchImpGetOutofJail Auto Conditional Int Property EastmarchSonsGetOutofJail Auto Conditional Int Property HjaalmarchImpGetOutofJail Auto Conditional Int Property HjaalmarchSonsGetOutofJail Auto Conditional Int Property PaleImpGetOutofJail Auto Conditional Int Property PaleSonsGetOutofJail Auto Conditional Int Property WinterholdImpGetOutofJail Auto Conditional Int Property WinterholdSonsGetOutofJail Auto Conditional Int Property FalkreathImpGetOutofJail Auto Conditional Int Property FalkreathSonsGetOutofJail Auto Conditional 9 quest fragment scripts, three was changed by HearthFires AddOn Scriptname QF_Favor250_000A2C86 Extends Quest Hidden ; Markarth Scriptname QF_Favor252_000A2C9B Extends Quest Hidden ; Solitude Scriptname QF_Favor253_000A2C9E Extends Quest Hidden ; Whiterun Scriptname QF_Favor254_000A2CA6 Extends Quest Hidden ; Windhelm Scriptname QF_Favor255_000A34CE Extends Quest Hidden ; in vanilla Skyrim + HearthFires AddOn Scriptname QF_Favor256_000A34D4 Extends Quest Hidden ; in vanilla Skyrim + HearthFires AddOn Scriptname QF_Favor257_000A34D7 Extends Quest Hidden Scriptname QF_Favor258_000A34DE Extends Quest Hidden ; in vanilla Skyrim + HearthFires AddOn Scriptname QF_FreeformRiftenThane_00065BDF Extends Quest Hidden + one additional fragment script Scriptname QF_MQ104B_0002610C Extends Quest Hidden Edited November 25, 2019 by ReDragon2013 Link to comment Share on other sites More sharing options...
davethepak Posted November 25, 2019 Author Share Posted November 25, 2019 Thanks that will certainly give me a place to look besides checking quest stages. I have never seen conditional properties before....I checked the script - they are not linked to anything - and the creation kit wiki makes them sound like some kind of hidden variables....not sure how to reference them from another script... (one of my goals is to not change any of the base scripts unless absolutely necessary - as to be compatible with as many other mods as possible). thank you again, I will look into these... Link to comment Share on other sites More sharing options...
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