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Scripting Resources


vagabondfirefly

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I miss titled this post. I should've named it "A few questions." or something ambiguous like that.

 

I'm looking for further scripting resources that I can download and take with me to my own computer at home, and I was wondering if you guys knew of any really good in-depth scripting guides around for the CS.

 

I have downloaded all the tutorials from the CS wiki (in the scripting section), and of course the forums are a great resource, but I don't have internet on my own computer, which is where I'm able to do all of my work. I've also already gotten the Oblivion Modders Guide or w/e it's called, very helpful indeed. Anyone know of anything worth downloading?

 

I'm also looking for any and all of the following.

 

- Story telling resources, I need inspirational and directional guidance to flesh out my quest chains story and make it more robust and engaging.

 

- Could someone tell me exactly HOW I can set exactly what spells a spells-only vendor sells? So far, the only thing that's worked is putting the spells in his spell list, but there are some spells he has that I don't want him to make available. This has been bothering me since I began my project and I've just now got the time to ask about it properly. Thanks for any and all help guys.

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For quests, you are pretty much on your own. Any suggestions here would be too dependant on the particular circumstances of the quest. As most people want their quests to be somewhat unique, they don't usually share much about their quests.

 

For spell vendors, that is the only way to do things. This is one reason why, typically, vendors should not be used in combat, and should not have anything that you don't intend to sell. This can be worked around by using lesser powers, powers, and abilities (which cannot, by their nature, be sold) but this solution only exists if you are using many custom spells.

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For quests, you are pretty much on your own. Any suggestions here would be too dependant on the particular circumstances of the quest. As most people want their quests to be somewhat unique, they don't usually share much about their quests.

 

For spell vendors, that is the only way to do things. This is one reason why, typically, vendors should not be used in combat, and should not have anything that you don't intend to sell. This can be worked around by using lesser powers, powers, and abilities (which cannot, by their nature, be sold) but this solution only exists if you are using many custom spells.

 

I didn't so much mean ideas for quests, as I have the quest story complete and the quests outlined, I just need resources or articles on how to properly flesh out my story as I'm having a difficult time doing this myself.

 

For spells, I am using all custom spells, can I use that as an advantage? The vendor is used in battle because of his role in a powerful religious sect, only the player doesn't know that, so attacking the vendor will result in a beat down on less powerful characters.

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I would recommend you to analyze existing quests in "Vanilla" Oblivion. For we can find there the various examples of quest-appearance. Opening the quest window in the CS, we can learn, as you know, the use of variable or function as well.

 

Unfortunately, there may not be good guidance such as you are looking for. At least, I don't know. Since you already have all the tutorials from the CS wiki, it might be best to try to create your own script and improve it. Also, there are actually several things that we can't really understand, until we actually begin scripting. For example, a few functions will not work as intended, or some will work differently according to objects. As far as I know, quite a few things are already pointed out on some tutorials, but they are not all. I still face unexpected actions sometimes.

 

As for spells, is my understanding right? Do you wish his spells in combat not to be sold? If so, I would use the functions "Addspell" and "Removespell". Adding the spells when the vendor is involved into combat, and removing the spells when the combat ends. As the trigger, the "IsInCombat" function might be of use. However, I cannot assure you, becasue I have not tried that. For your information. I happen to be improving a companion mod, where one companion sells some basic spells when a vendor, and uses other deadly spells when a companion. In my mod, the switch is done by using "Addspell" and "Removespell" when she joins/leaves a player.

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