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Attempting to create an alcohol(ic) flask


Ewendoun

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- Ideally the player would have only one flask (because he won't need to carry another one, except if he or she looses it),

 

-No story yet, just the possibility to drink as freely and each time needed or wanted without having to pause the game and use the pip boy.

 

 

Sorry I missed these points , or failed to grasp them as individual points. Cuz ... you know ... I was drinking :pirate:

But now that I think about it more ... the flask item should be a weapon.

Were gona need a modeler animator ... cuz that aint me :sick:

The script will work just fine nearly the same though.

 

What made me think of it was , how not to exit the pipboy menu.

But then I was like ... we need a pouring animation to fill the flask.

And then we need a drinking animation , which I think would work best as a weapon.

Plus then we will get the "OnFire" block to do something with.

(like the detonator weap)

Could just use a detonator duplicate to simulate it until we can get the model and animations created. The script side input/output would be the same.

 

On losing your flask and having to get another one.

I had only thought of how to keep the player from dropping it.

But that would be interesting to let the player possibly lose it.

(lost in one of their house containers)

Then have to do something to get a new one ... which I guess should delete the previous one ?

Do what though ... any idea's ... something to do with the still ?

Sounds like an interesting story point though :wink:

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Hello there Mktavish and dear mod makers,

 

Thanks for your interest and your advised help, the kind of script you just wrote here seem very valuable, very near from what is needed for this kind of mod project. You worked on it very well, may I ask where and how did you get a such knowledge about scripting ? Thanks a lot, it will be very helpful. Also apologize my poor english (not very academic, but I am keeping on learning :) )

The only few points that are a bit missing there, are exactly that first, we do not want to use the pipboy, or the least possible, but the idea of a menu for choosing the kind of alcohol to fill the flask seems unavoidable, well. :) . I think it is, for a kind of in game simplicity, better to have the possibility to drink automatically what is on the flask, but realise it will be a bit difficult, because effects of alcohols and kind of withdrawal may be different for each type of alcohol ?

To answer your further questions: First we need an object that can be ingestible or consumable (but still exists after in inventory of course), because a weapon needs to be equiped, using the pip boy menu, etc... so it would fail to achieve a main objective; drink just enough to be under alcohol good effects without withdrawal effects, and as long as the player has some bottles full in its inventory. Why not make it a weapon, but I think firstly it will be simpler to avoid animations (what about an animation occuring during a fighting ? And also how to keep the "charges of the flask based on one bottle of, for example whiskey equal to let's say 10 drinks or ammos if it is a weapon ?)

Actually, I think we could success in doing the flask of alcohol a weapon, no real doubt about it, but that it would bring in game difficulties, far from the simplicity of the object scripted we try to first create. But, why not doing a flask and only it, THEN on another or side part mod (another plugin of the same mod) a weapon ? I believe basic animations for drinking with an object must still exist, so It won't be too difficult even if it would requiere some training for me ;) :) .

Once again thank you, because I admit I understand your scripts dear Mktavish, but won't think about it in first place, your experience is greatly welcome there :D !

Thanks,

Ewendoun

PS: the fact is, the script with integers used is very clever, I will see how it could work. But based on the tiny work I made based on LFox BottleThatWater mod (a nice and very simple mod at first view, but not so much also), there is very few scripts implied, in order I believe to make the mod as friendly using as possible (the question of the "weight" of scripts for any mod that would be added to the main game). The idea would be, maybe my bad and my obsession, to reach this kind of simplicity (on appearance at the least :p ). And , I wonder Mktavish, could we discuss about some points of building structure of this mod, not to "copy-paste" it, your script and idea is very interesting, and I thank you once more, but to me as a beginner in modding and scripting among other things, to increase my understanding of scripting and doing particular things on GECK and associated tools ? :)

Have a nice day, enjoying to read you as soon as possible.

Ewendoun

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Hello there Mktavish and dear mod makers,

 

Hello , I am going to reply inside your message so it is easier to address certain points.

 

Thanks for your interest and your advised help, the kind of script you just wrote here seem very valuable, very near from what is needed for this kind of mod project. You worked on it very well, may I ask where and how did you get a such knowledge about scripting ?

 

Have been learning how to use the geck and script since 2012 , so has taken awhile to get to where I am. Although I am sure plenty of others don't take that long. This script took me about 4-5 hrs to get working , just making it off the top of my head from previous lessons learned with modding. But learning what that other mod does and how the vanilla canteen works , took about the same amount of time.

 

The only few points that are a bit missing there, are exactly that first, we do not want to use the pipboy, or the least possible, but the idea of a menu for choosing the kind of alcohol to fill the flask seems unavoidable

 

Yes if you want to be able to select the type because the positive effects vary a bit, but could have it just pick one automatically based on how they are in a list. Because they all have the same addiction effect "WithdrawalAlcohol" .

 

better to have the possibility to drink automatically what is on the flask, but realise it will be a bit difficult, because effects of alcohols and kind of withdrawal may be different for each type of alcohol ?

 

No it's really easy to make it automatically take a drink , which my script could work in tandem with another script to do it and one of the reasons I set it up that way.

But I'll explain that later in the post and why my script is so big compared to LFox script.

 

To answer your further questions: First we need an object that can be ingestible or consumable (but still exists after in inventory of course),

 

It only needs to be an ingestible item if you are going to activate it from in the pipboy. Lfox actually uses an ingestible for a different reason. To show how many sips are left with the BaseEffect name.

 

because a weapon needs to be equiped, using the pip boy menu, etc... so it would fail to achieve a main objective;

 

I guess I was stretching it a bit , thinking it would be cool to see the flask in the players hand with drinking and filling animations. But like any other weapon could be added to the 1-8 hotkeys. So no need to look in pipboy for it. Which it could still be a weapon with no animation , be hotkeyed , which the player would only see their regular weapon holstered , then brought back out after taking a sip with no animation. I guess some aid items can be hotkeyed too ... would have to look into that. But nevermind doesn't sound like you want the actual equipping event to run anyways.

Just automatic drinking only ? Or like Lfox's be able to drink from in pipboy also ? And do you want to be able to turn off the automatic drinking ?

 

And also how to keep the "charges of the flask based on one bottle of, for example whiskey equal to let's say 10 drinks or ammos if it is a weapon ?)

 

Actually I wasn't even thinking about using ammo for it , but that is an interesting idea. I was just thinking of using the same interger count in my script. Which Lfox has one too in a quest script.

Once again thank you, because I admit I understand your scripts dear Mktavish, but won't think about it in first place, your experience is greatly welcome there :D !

 

You mean you DID understand my script ?

Just clarifying , in case it was a reverse meaning.

Which I try and more simply write my scripts than most ive seen. Lfox's was a bit stretching to understand.

Because It has many pieces through out various objects to make it work. Where with mine ... I tried to pile all the functionality into the Flasks script , so understanding what is going on does not need multi window referencing.

But that is often unavoidable o_O

(the question of the "weight" of scripts for any mod that would be added to the main game)

 

You are thinking my script will be process intensive compared to Lfox's main script ?

No theirs actually uses more compute cycles in an ongoing process.

Their GameMode block on the canteen is always running , even if the player does not have the canteen.

But still it is insignificant in the scope of how many scripts are running at anyone time.

My script only runs everyframe while in the pipboy to fill the flask. ( the "Begin MenuMode 1002" block)

The rest of them with "Begin OnEquip Player" Only do a single frame , when"Player.EquipItem FlaskID"

would be called by what ever means. Either clicking on it in inventory while not empty , or a quest script could call it when it detects the player has the withdrall effect like this for example.

~~~~~~~~~~~~~~~~~~~~~~~~

Begin GameMode

If PlayerRef.IsSpellTarget WithdrawalAlcohol == 1

Player.EquipItem MyFlaskID 0 1

endif

End

~~~~~~~~~~~~~~~~~~~~~~~~

Which would then fire off the appropriate block in the Flask script.

Or if the item is an ingestible ... it will consume it with the same block command.

 

And , I wonder Mktavish, could we discuss about some points of building structure of this mod, not to "copy-paste" it,

 

Are you saying you didn't like me copy/pasting that big script , especially with out spoiler tag ?

Sorry I should have put it in a spoiler tag , but I didn't want to have to re format it for the indents

since the spoiler tag will smash every line to the left , then it makes it hard to read.

I guess I should finally learn how to use the tool for scripting that fixes that , and uses color coding too.

But I get it also with your mod , that you want to be able to make it for yourself. Because making it is half the fun , not just the end product. :wink:

And to be honest , I can't really copy Lfox's scripting method , because it is hard making sense of it in my head.

So I would just have to do it in a way that makes sense in my head , but copies the out come sort of.

Which that is what you need to do ... make it in a way that makes sense in your head.

 

Here's hoping all my rambling makes sense :laugh:

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Hello dear Mktavish,

 

Thanks a lot ! For your kind, humoristic, but also serious and deep answer about a project that all alone, I would have the worst difficulties to make progression. Apologies about my dubious english, I wasn't at all blaming you, of course not, I am tooo happy to have a "drinking partner" such as you in this not-so-tiny-but-entertaining project :tongue: ! I will answer a bit like you did, with quotes on some parts (even all parts :tongue: :wink: ),

Well I understand it will take a while to reach a good level in scripting :wink: !
Your help is really useful, and welcome here :smile: .

Here are some points I would like to" dig" a bit with you:

The only few points that are a bit missing there, are exactly that first, we do not want to use the pipboy, or the least possible, but the idea of a menu for choosing the kind of alcohol to fill the flask seems unavoidable

 

Yes if you want to be able to select the type because the positive effects vary a bit, but could have it just pick one automatically based on how they are in a list. Because they all have the same addiction effect "WithdrawalAlcohol" .

Do you mean for example I could add all alcohols in a list, then using a script based on "WithdrawalAlcohol" effect, make automatic the fact that the flask refill itself with one alcohol ? That was the aim of what I had in mind, an automatic refilling when withdrawal effects are sensible or manifest themselves, and / or when the flask is of course empty. But to be honnest, it would be great to have also the oportunity that the player could choose also the kind of alcohol.

 

 

 

better to have the possibility to drink automatically what is on the flask, but realise it will be a bit difficult, because effects of alcohols and kind of withdrawal may be different for each type of alcohol ?

 

No it's really easy to make it automatically take a drink , which my script could work in tandem with another script to do it and one of the reasons I set it up that way.

But I'll explain that later in the post and why my script is so big compared to LFox script.

 

That is exactly what I would like to do, thanks :smile: ! Could you develop on these tandam working of scripts ? Thanks :smile: !

 

 

To answer your further questions: First we need an object that can be ingestible or consumable (but still exists after in inventory of course),

 

It only needs to be an ingestible item if you are going to activate it from in the pipboy. Lfox actually uses an ingestible for a different reason. To show how many sips are left with the BaseEffect name.

 

And that is maybe also why it could be a good idea to process in that way ? I mean, it is sssoooooo cooool to have the possibility to see in the menu, with the object description, how many drinks before having to refill the flask or just to know a bit when it will be refilled automatically. The fact is, I would like some scripts to an automatic refllling but also te possibility to refill the flask manually, if possible ? :wink: !

 

because a weapon needs to be equiped, using the pip boy menu, etc... so it would fail to achieve a main objective;

 

I guess I was stretching it a bit , thinking it would be cool to see the flask in the players hand with drinking and filling animations. But like any other weapon could be added to the 1-8 hotkeys. So no need to look in pipboy for it. Which it could still be a weapon with no animation , be hotkeyed , which the player would only see their regular weapon holstered , then brought back out after taking a sip with no animation. I guess some aid items can be hotkeyed too ... would have to look into that. But nevermind doesn't sound like you want the actual equipping event to run anyways.

Just automatic drinking only ? Or like Lfox's be able to drink from in pipboy also ? And do you want to be able to turn off the automatic drinking ?

 

 

 

 

You absolutely get it, before animations and "visible in game/playing things", consider that the flask can be used automatically OR manually from the pipboy menu :smile: ! And what a great idea, being able to turn off the automatic drinking, thanks , how would you script that ?

And also how to keep the "charges of the flask based on one bottle of, for example whiskey equal to let's say 10 drinks or ammos if it is a weapon ?)

 

Actually I wasn't even thinking about using ammo for it , but that is an interesting idea. I was just thinking of using the same interger count in my script. Which Lfox has one too in a quest script.

Alright, the idea in order to do a weapon would be to dig a bit, but first and most important is I think, a script with the same integer. I noticed LFox used "short" variables to script (even if I do not fully understand how he did it worked) the charges and bottles used with the flask (consumed in refilling, getting the result of bottles left in inventory after that and giving some empty bottles too). Yes, I begin to believe a quest script is necessary. Thank you :smile: !

Once again thank you, because I admit I understand your scripts dear Mktavish, but won't think about it in first place, your experience is greatly welcome there :D !

 

You mean you DID understand my script ?

Just clarifying , in case it was a reverse meaning.

Which I try and more simply write my scripts than most ive seen. Lfox's was a bit stretching to understand.

Because It has many pieces through out various objects to make it work. Where with mine ... I tried to pile all the functionality into the Flasks script , so understanding what is going on does not need multi window referencing.

But that is often unavoidable o_O

Let's be clear and honnest, when I say I understand your scripts or way of scripting, I mean those scripts seem to gladly correspond to what I had in mind, and that I understand the principles of your scripts, at least the part shown here. You know, it is a bit like a language one didn't practised for a long time: you feel able to understand points, but to produce good sentences and words without faults, it is another story stil :wink: ! So yes I understand, but won't be able for now to produce such good quality scripts, and I thank you once again, because you tested it and your proposals are indeed welcome and very useful, sincerely.

(the question of the "weight" of scripts for any mod that would be added to the main game)

 

You are thinking my script will be process intensive compared to Lfox's main script ?

No theirs actually uses more compute cycles in an ongoing process.

Their GameMode block on the canteen is always running , even if the player does not have the canteen.

But still it is insignificant in the scope of how many scripts are running at anyone time.

My script only runs everyframe while in the pipboy to fill the flask. ( the "Begin MenuMode 1002" block)

The rest of them with "Begin OnEquip Player" Only do a single frame , when"Player.EquipItem FlaskID"

would be called by what ever means. Either clicking on it in inventory while not empty , or a quest script could call it when it detects the player has the withdrall effect like this for example.

~~~~~~~~~~~~~~~~~~~~~~~~

Begin GameMode

If PlayerRef.IsSpellTarget WithdrawalAlcohol == 1

Player.EquipItem MyFlaskID 0 1

endif

End

~~~~~~~~~~~~~~~~~~~~~~~~

Which would then fire off the appropriate block in the Flask script.

Or if the item is an ingestible ... it will consume it with the same block command.

 

To be honnest, I heard things and others among others on the "weight" of scripts subject, but do not know much about it. so I really trust you when you write your kind of scripts are far better in a way than those used a long time ago by LFox (the mod has been released in 2010 or 2012 I believe, and not been updated much since. :wink: :smile: .
In the script shown here, I wondered if it wouldn't be better to use an ingestible object, but to script a way or another or select a parameter somewhere in GECK to activate it like your script does, but avoiding the disappearance (like an ingestible would do I believe) in inventory ? Thanks, glad to have the opportunity to discuss many things with you. You will be credited OF COURSE if the project comes to an happy ending (release on nexus for example :wink: ).

 

And , I wonder Mktavish, could we discuss about some points of building structure of this mod, not to "copy-paste" it,

 

Are you saying you didn't like me copy/pasting that big script , especially with out spoiler tag ?

Sorry I should have put it in a spoiler tag , but I didn't want to have to re format it for the indents

since the spoiler tag will smash every line to the left , then it makes it hard to read.

I guess I should finally learn how to use the tool for scripting that fixes that , and uses color coding too.

But I get it also with your mod , that you want to be able to make it for yourself. Because making it is half the fun , not just the end product. :wink:

And to be honest , I can't really copy Lfox's scripting method , because it is hard making sense of it in my head.

So I would just have to do it in a way that makes sense in my head , but copies the out come sort of.

Which that is what you need to do ... make it in a way that makes sense in your head.

 

Here's hoping all my rambling makes sense

 

NO NO NO, of course not, I wasn't saying you were bad processing (I do not know the right words in French). I meant and wrote "copy-paste style" about ME ! :D ! I usually to try to understand a script I do not at all masterize to redo it myself, seing from parts to parts where things goes and "how do they really work alone or together". These words and sentence weren't adressed to you ! I really think, but also you have some - not to say many- more pratice, so YOU are for now able to conceive your own kind of scripts whereas I am not, or not absolutely at this time. The sentence wasn't a blame nor adressed to you, it was a consideration on my general and beginner ability to script, MY low level, not yours XD !! So I absolutely want to keep "working" with your help, because obviously and firstly you got good humor but also skills in scripting, and that is wonderful in a way to see that thanks to modders like you are, one like me, a newbie, can obtain progression so fast and good discussion on how to do things :smile: !

Sincerely grateful,

Ewendoun

PS: Do not worry at all about the "spoiler tag" unused, I also think this way, like you did, it is far better to mutual understanding :D !

Edited by Ewendoun
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I think you do a great job of conveying your meaning in english.

I don't think I would do as well if the Nexus and Geck was in French.

And I would not have the fortitude to do what you are doing , crossing the language barrier and learning how to make mods , use Geck and scripts.

Also I realize I do not type perfect english , which then makes it harder for you to translate.

So feel free to post an idea in french if you think it will better convey your meaning.

But put it in quotes " idée " so I do not copy/paste the wrong text for google translate.

You should know ... even 2 people who speak english as their native language , can misunderstand each other.

Especially when discussing modding , using Geck and scripts.

So I think your ability to do that is better than mine.

 

Well I found out more stuff with this mod idea.

To give the alcohol effect and the addiction. It has to be an ingestible that does that part.

Because no other effect item has the addiction chance and easy selection of the withdrawal effect.

Which also can have another use temporarily take away the withdrawal , therefore that part is hardcoded.

But we could simulate it through complicated scripting. Although I don't think you want to do that , nor do I.

It is best just to keep the vanilla functionality working , and try to add on to it. Rather than remake how alcohol works I think ?

 

But now I am wondering why to have a flask ingestible , instead of a stack of whiskey , that a quest script will just make the player automatically drink whiskey ?

What is the game benefit to being drunk automatically ?

 

The LFox canteen in their mod is only for a benefit with hardcore mode dehydration.

Which I think they were copying the vanilla "Vault 13 Canteen" ( a PreOrder Item) that comes with the "Classic Pack"

But they made it more indepth with needing refilled , and also their function to refill bottles.

Needing to drink alcohol on the other hand , is pretty much a completely different function.

So it would seem you need to have more in game reasons to drink alcohol , than just avoiding the withdrawal effect.

That is just my opinion though. Which I am just trying to understand your reasons for wanting to make this mod.

So then the idea you wanted does not get missed.

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Just realized maybe I should mention the vanilla perk with alcohol. "Whiskey Rose"

Which it makes it so there is no withdrawal effect and adds DT. (Cass follower Perk)

 

So I am sort of saying ... Like that perk adding the DT. It seems you should add something also.

Because besides the stat boost while drunk , just avoiding the withdrawal is not enough in my opinion.

For a player to not just go get cured from alcohol. Thereby negating using your mod functionality.

 

However at this juncture ... I would like to mention again what I suggested on DanteWrath's mod idea.

About addiction having levels. Like Perk ranks.

So the more addicted you become , you get higher positive stats on some stuff , or new abilities.

But then also have increasing negative effects. (which that would be an excellent reason to auto drink)

And then possibly you have an intervention scenario that you have to go to an addiction clinic. Sort of a side game thing :pinch: hehe ... and start all over ... or else Death.

Like dehydration 1000 is death on hardcore mode.

 

Anyways ... that's just my " idée " on it :turned:

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Hello from France Mktavish - and DanteWrath!

 

Well I thank you, thanks to your help I made some progresses on how to select alcohols and making them fill a flask.
For the main idea, you are right, this would be a whole "fun" mod, because It in itself doesn't take so much time to use the pipboy and drink a selected bottle or having a script doing it (there must be one existing yet, in "More Perks" mod, a perk gives the ability to drink automatically a bottle each time health is under 80 percents or 50 percents, with or without being under alcohol withdrawal effects, whereas LFox's mod was far more useful in hardcore mode for what we know.

No, the main idea is a tiny gain of time (not using a whole bottle and selection via pipboy) and also a tiny "background/RPG cool effect", the fact that we have a flask useful when it is not so realistic that someone brings 30 (already did in game :p ) whiskey or wine bottles just to have a stock because he or she (the player) needs to be drunk all the time because of his addiction. ;) . In itself, you may be absolutely right, there is no absolute "need" of a such mod. But that still would be fun if we succeed to do it properly ;) .

I see things as this:

 

1) First make a flask (you are right, there is one model in orginal game, that as I did for the moonshine still, can be extracted then used for the mod, it is there "vaut13canteen" model or something like that, as you wrote, coming from the preorder packs now given with every Ultimate Edition of Fallout New Vegas, just in order to say that everyone can get it easily because it is now included in the main game or near something like that.). and I believe I could know easily, there is plenty of tutorials on it, how to just modify the texture of the object, just to make it a bit singular, not modifying the whole model... or, make some more works, why not ? But a personal and existing still model could be good enough.

 

2) Make the Flask fillable with alcohols (thanks for your scripts about that ;) ), I didn't expected to be possible to really choose or have the possibility to imply different alcohols, thank you once more ;) !

 

3)Make the scripts to switch between auomatic drinking on/off, those to refill it on choose or automatically, etc.. a whole part and a big one from my beginner point of view. :)

 

4) Make the Alcohol and withdrawal effects applyable via the drinking, automatic or not (it may be linked to health, why not, or dehydration like in LFox mod, or again with the ending of "positive" alcohol effects, avoiding as long as alcohol is possessed by the player the addiction/withdrawal effects, the "negative" ones

 

5) Make the flask working, and maybe implying it in a simple quest (or complex one) to have a good roleplay part, and include it better in the whole game. It is important but not so necessary to me, because, maybe if they want a flask for fun, people just may want to have it easily buying it from a vendor, not having to complete a -simple to difficult or long- quest to get it at first. Or at least it could follow later, I have seen some of your ideas and have some too. But the fact is such quest would be pointless if we do not suceed to conceive the flask perfectly enough ;) !

5) bis or at the same time, maybe more a 4) part 2))

Try to link some increasing/decreasing effects, as wanted DanteWrath and you also, on alcohol and withdrawal effects, to make it more vluable but also "dangerous" the use of alcohols, and the quest linked to improve the addiction curing system of the game, to have a real "need" to be cured from time to time ? Me too I think those parts, by scripts and perks can be "fun and hardcore mode friendly", and reiterated or used agin with all, in a different way, drugs effects. There also could be the interest of the flask and the mooshine still (didn't think make a still working was so easy by the way ! really :) ! Made it with some efforts, watching how to make a workbench and how game's workbenches work, and having a given model in the game, make it functionnal, was a children's game in itself. The kind of little thing making one thinking about himself, even a beginner "I am so powerful ! :D ! ". Another cool story). so the moonshine still could be used to produce easily enough bottles of whatever type of alcohol needed or wanted, and also be the part of a quest to build it/ obtain it.

 

About the effects, a key is to increase the duration of positive effects of alcohol, increase depending on what DanteWrath or you had in mind, some negative effects.. I saw we could modify some stats of ingestible alcohol in GECK, but It would be "once for all" and not at first look incrementable/ changeable eassily this way during the game in itself... see with scripts, you wrote about hardcoded things, in which proportion in your opinion ?

Some perks as i wrote already exist in some mods, like the mods "More Perks", linked to alcohol use ( duration of alcohol effects maybe, autiomatic bottle drinking if health is suddenly under XX percent of whole player HPs, etc...)

Thanks once more and for all, have hast to read you ! (Mktavish and DanteWrath) :) !
And thank you for your advices and humoristic words, it is -moonshine ? - still (ah ah ah .. my bad this joke...) a great pleasure.

 

Ewendoun

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Well I found out some more stuff with regard to using ingestibles for click on objects in inventory.

And also something I missed that Lfox was doing with them and an Effect script attached .

 

So first I found out you cannot use a "Begin OnEquip Player" block on them.

I guess because the item gets used/destroyed before the script block can run.

Which also means any script on them storing a variable gets destroyed/reset when they are used.

Therefore you could not put a common script on multiple ingestibles with local variables. Hence you need a quest script to store any variables.

And what I missed that Lfox was doing ... was that the base effects to show their name (number of drinks left).

Also had an Effect Script attached. Which is how the next ingestible is added to inventory after using.

Just 1 script put on every base effect that shows the drinks left.

And you have as many base effects as you want # of drinks.

But I would also like to point out (for your mod) you don't need 5 base effects (assuming you want 5 drinks per flask fill) for every type of alcohol.

You can make 5 different ingestible flasks , each named for their alcohol type. And then on each 1 you add the same 5 different base effects. Which all have the same Effect Script.

But on each ingestible , for each effect , you have to add a condition that checks the "iDrinks" variable in a quest script.

Unless you want to go with the name changing I did in the other script ? "SetNameEX"... but still you need the Effect script to add the next ingestible , so might as well use the pipboy effect display for drinks left ???

Although you will probably want to figure out how long the effect names need to be in order to bump the other alcohol effects to the next line , which is just a matter of some testing.

For example : "5 Drinks Left" is not long enough to bump the +str ,+char , etc... to the next line. And leaves the listed Effects looking jumbled.

 

Beyond that ... do you know how many types of alcohol you are going to want ?

Because I am just not sure what types and lists are reacting to the addiction , to then be cured by another alcoholic drink. For example the addiction message displays the name of what you just took. Making you think you are only addicted to that type of alcohol. But in reality it should say "You have become addicted to alcohol"

Because so far all the vanilla ingestibles , even though i copied renamed them , still work to temporarily remove the negative withdrawal effect. Albeit Absinthe I'm not sure about ?

And then what about beer ... should it be the same as whiskey ? Wine ?

 

So then the next thing is how to set up the auto drinking / auto flask filling .

Which is why I asked about how many alcohol types. 2 buttons need be used for those. Hence would leave only 7 types.

 

0 = Don't Fill

1 = Whiskey

2 = Vodka

3 = Absinthe

4 = Scotch

5 = Wine

6 = Beer

7 = Auto Drink

8 = Auto Fill

9 = last button left ?

~~~~~~~~~~~~~~~~~~

AND if the empty flask is to be removed ?

Then can only set the "autodrink" & "autofill" before filling.

But also I was thinking you could set those on your Still ?

 

Anyways , I hope I didn't confuse the subject ... I would post the 3 scripts I came up with .

But I don't think they would help at this juncture. You need to decide the direction on those points.

 

And wondering , what object did you use to click on and fill flask , plus what does the script look like?

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Well maybe I'll post em up anyways.

 

The empty flask script , "Object" type script

Put it on a "Book" object

~~~~~~~~~~~~~~~~~~

SCN zzzEmptyFlaskScript
Int iWait
Int iButton
Int iCwait
Int iCbutton
;iType,1=whiskey,2=Vodka,3=Absinthe,4=Scotch,5=Wine,6=Beer
Begin OnEquip Player ; for empty flask
If zzzFlaskQuest.iType < 1
ShowMessage zzzFillFlaskMessage
Set iWait to 1
endif
End
Begin MenuMode 1002
If iWait == 1
set iButton to getbuttonpressed
if iButton > -1
set iWait to 0
if iButton == 0 ; Do nothing
elseif iButton == 1 ; fill whiskey
Set zzzFlaskQuest.iType to 1
Set zzzFlaskQuest.iDrinks to 5
Player.RemoveItem Whiskey 1
Player.AddItem zzzWhiskeyFlask 1
Tapkey 205
Tapkey 203
elseif iButton == 2 ; fill vodka
Set zzzFlaskQuest.iType to 2
Set zzzFlaskQuest.iDrinks to 5
Player.RemoveItem Vodka 1
Player.AddItem zzzVodkaFlask 1
Tapkey 205
Tapkey 203
elseif iButton == 3 ; fill absinthe
Set zzzFlaskQuest.iType to 3
Set zzzFlaskQuest.iDrinks to 5
Player.RemoveItem Absinthe 1
Player.AddItem zzzAbsintheFlask 1
Tapkey 205
Tapkey 203
elseif iButton == 4 ; fill scotch
Set zzzFlaskQuest.iType to 4
Set zzzFlaskQuest.iDrinks to 5
Player.RemoveItem Scotch 1
Player.AddItem zzzScotchFlask 1
Tapkey 205
Tapkey 203
elseif iButton == 5 ; fill wine
Set zzzFlaskQuest.iType to 5
Set zzzFlaskQuest.iDrinks to 5
Player.RemoveItem Wine 1
Player.AddItem zzzWineFlask 1
Tapkey 205
Tapkey 203
elseif iButton == 6 ; fill beer
Set zzzFlaskQuest.iType to 6
Set zzzFlaskQuest.iDrinks to 5
Player.RemoveItem Beer 1
Player.AddItem zzzBeerFlask 1
Tapkey 205
Tapkey 203
endif
endif
endif
End
;--------------------------------------Flask Control settings-----------------------------
Begin OnEquip Player
If zzzFlaskQuest.iType > 0
ShowMessage zzzFlaskSettingsMessage
Set iCwait to 1
endif
End
Begin MenuMode 1002
If iCwait == 1
set iCbutton to getbuttonpressed
if iCbutton > -1
set iCwait to 0
if iCbutton == 0
Set zzzFlaskQuest.iAutoDrink to 1
elseif iCbutton == 1
Set zzzFlaskQuest.iAutoDrink to 0
elseif iCbutton == 2
Set zzzFlaskQuest.iAutoFill to 1
elseif iCbutton == 3
Set zzzFlaskQuest.iAutoFill to 0
elseif iCbutton == 4 ; do nothing
endif
endif
endif
End
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Effect script for adding another ingestible showing the drinks left.
"Effect" type script. Put this on all Base Effects used for showing drink #.
~~~~~~~~
SCN zzzFlaskEquipScript
; iType,1=whiskey,2=Vodka,3=Absinthe,4=Scotch,5=Wine,6=Beer
Begin ScriptEffectStart
If zzzFlaskQuest.iDrinks > 1 && zzzFlaskQuest.iType == 1
Player.AddItem zzzWhiskeyFlask 1 1
Set zzzFlaskQuest.iDrinks to zzzFlaskQuest.iDrinks - 1
elseIf zzzFlaskQuest.iDrinks > 1 && zzzFlaskQuest.iType == 2
Player.AddItem zzzVodkaFlask 1 1
Set zzzFlaskQuest.iDrinks to zzzFlaskQuest.iDrinks - 1
elseIf zzzFlaskQuest.iDrinks > 1 && zzzFlaskQuest.iType == 3
Player.AddItem zzzAbsintheFlask 1 1
Set zzzFlaskQuest.iDrinks to zzzFlaskQuest.iDrinks - 1
elseIf zzzFlaskQuest.iDrinks > 1 && zzzFlaskQuest.iType == 4
Player.AddItem zzzScotchFlask 1 1
Set zzzFlaskQuest.iDrinks to zzzFlaskQuest.iDrinks - 1
elseIf zzzFlaskQuest.iDrinks > 1 && zzzFlaskQuest.iType == 5
Player.AddItem zzzWineFlask 1 1
Set zzzFlaskQuest.iDrinks to zzzFlaskQuest.iDrinks - 1
elseIf zzzFlaskQuest.iDrinks > 1 && zzzFlaskQuest.iType == 6
Player.AddItem zzzBeerFlask 1 1
Set zzzFlaskQuest.iDrinks to zzzFlaskQuest.iDrinks - 1
ElseIF zzzFlaskQuest.iDrinks == 1
Set zzzFlaskQuest.iDrinks to zzzFlaskQuest.iDrinks - 1
Set zzzFlaskQuest.iType to 0
endif
End
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Quest script with the variables to make these work.
Still working on the auto drink & auto fill section.
But make this a "Quest" type script , and put it on a quest.
~~~~~~~
SCN zzzFlaskQuestScript
Int iAutoDrink ; 0=OFF,1=ON
Int iAutoFill ; 0=OFF,1=ON
Int iDrinks ; number of drinks in flask
Int iType;1=whiskey,2=Vodka,3=Absinthe,4=Scotch,5=Wine,6=Beer
Begin GameMode
Set iDrinks to 1
End
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

I put the orange lines so you can test how the base effect name appears in pip boy

without having to set up the rest. But if you do attempt to set up the rest , then just remove them.

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