ElderScrollsFan001 Posted January 15, 2013 Share Posted January 15, 2013 (edited) I had a thought about a mod, and then I though would it even be possible to make a mod that can detect if you have castle mods. Then assign NPCs bandits to attack them randomly. Edited January 15, 2013 by ElderScrollsFan001 Link to comment Share on other sites More sharing options...
Harvald Posted January 15, 2013 Share Posted January 15, 2013 castle Seaview addition Friend and Foe perhaps. you think about somethink like this? Link to comment Share on other sites More sharing options...
scarycave Posted January 15, 2013 Share Posted January 15, 2013 Hi Elderscrolls, I think a better approach would be to make the Bandits super aggressive and give them a travel package to inside the castle (maybe the front door), When they go to attack the guards it will most likely get everyone alerted and start a brawl. I would say that a package to have them travel to the most populated part of the castle will work too, but they might just jump to the location which will look really weird. You'll need a global variable - like aaaBanditRaid I'm not sure how to check for other mods, but you could make them share a script using this code I use to check time passingalso you'll need a head bandit - someone to organize all the bandit bake-sales, swim meets and what not: Float CurrentDayFloat DayCount Begin GameMode If aaaBanditRaid == 0Set DayCount to GetGameDaysPassed (or something, I forgot the exact name)Endif If GetDead == 0 && aaaBanditRaid == 0If CurrentDay >= DayCount + 2 (replace 2 with a random number possibly getrandompercent) Set aaaBanditRaid to GetRandomPercent (This number will determine which castle is attacked.)EndifEndif ;; So when this bandit lives, he'll pick out a castle using a random number - you'll need to assign the castles of your choice to a number or range (20-40 numbers would attack castle B etc.)Now when he dies... If GetDead == 1Set DayCount to 0Set CurrentDay to 0Set aaaBanditRaid to 0Endif ;; Now with all the variables reset, the bandits should cease attacking this castle when they respawn 3 days later, and a new one will be picked.You'll need a travel package for each castle on the bandit leader npc's, and bandit npcs.With conditions like if aaaBanditRaid = 1 etc. Link to comment Share on other sites More sharing options...
ElderScrollsFan001 Posted January 15, 2013 Author Share Posted January 15, 2013 (edited) castle Seaview addition Friend and Foe perhaps. you think about somethink like this? yea something lie that but cover any castle mods you might have....I as an example have five Hi Elderscrolls, I think a better approach would be to make the Bandits super aggressive and give them a travel package to inside the castle (maybe the front door), When they go to attack the guards it will most likely get everyone alerted and start a brawl. I would say that a package to have them travel to the most populated part of the castle will work too, but they might just jump to the location which will look really weird. You'll need a global variable - like aaaBanditRaid I'm not sure how to check for other mods, but you could make them share a script using this code I use to check time passingalso you'll need a head bandit - someone to organize all the bandit bake-sales, swim meets and what not: Float CurrentDayFloat DayCount Begin GameMode If aaaBanditRaid == 0Set DayCount to GetGameDaysPassed (or something, I forgot the exact name)Endif If GetDead == 0 && aaaBanditRaid == 0If CurrentDay >= DayCount + 2 (replace 2 with a random number possibly getrandompercent) Set aaaBanditRaid to GetRandomPercent (This number will determine which castle is attacked.)EndifEndif ;; So when this bandit lives, he'll pick out a castle using a random number - you'll need to assign the castles of your choice to a number or range (20-40 numbers would attack castle B etc.)Now when he dies... If GetDead == 1Set DayCount to 0Set CurrentDay to 0Set aaaBanditRaid to 0Endif ;; Now with all the variables reset, the bandits should cease attacking this castle when they respawn 3 days later, and a new one will be picked.You'll need a travel package for each castle on the bandit leader npc's, and bandit npcs.With conditions like if aaaBanditRaid = 1 etc. Ok so basically, with that above , your saying that will be possible to make it bandits so that will go to different caste, but not make it so the mod detects castle mods you have.... can it be possible to make so the castles can be assigned in mod manager like Wyre Bash? Edited January 15, 2013 by ElderScrollsFan001 Link to comment Share on other sites More sharing options...
scarycave Posted January 18, 2013 Share Posted January 18, 2013 Making bandits attack a random castle is possible, and I'm positive there is a way to detect current mods/plug-ins in use I'm just not sure how. If you figure it out or find someone who can, your more than welcome to use the code - come to think of it though, I should have used that for lordgenerals mod when I was working on it. Link to comment Share on other sites More sharing options...
The_Vyper Posted January 20, 2013 Share Posted January 20, 2013 Making bandits attack a random castle is possible, and I'm positive there is a way to detect current mods/plug-ins in use I'm just not sure how.This can be done, but would require OBSE. The function IsModLoaded can be used to determine if a particular mod is present. I'm not particularly good at scripting with OBSE, so I'm not sure what the rest of the script would look like. Link to comment Share on other sites More sharing options...
ElderScrollsFan001 Posted January 21, 2013 Author Share Posted January 21, 2013 Making bandits attack a random castle is possible, and I'm positive there is a way to detect current mods/plug-ins in use I'm just not sure how.This can be done, but would require OBSE. The function IsModLoaded can be used to determine if a particular mod is present. I'm not particularly good at scripting with OBSE, so I'm not sure what the rest of the script would look like. I had a feeling that OBSE would be something need but this sort of thing is still above my head but i glad to hear from both of ya that this would be possible. Making bandits attack a random castle is possible, and I'm positive there is a way to detect current mods/plug-ins in use I'm just not sure how. If you figure it out or find someone who can, your more than welcome to use the code - come to think of it though, I should have used that for lordgenerals mod when I was working on it. thanks scarycave should i get to point where i goo with scripts will sure give this try to use it Link to comment Share on other sites More sharing options...
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