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WIP - The Companion friendly Hobbit Home


Pellape

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I am so bloody stupid, dumb and ignorant sometimes...

 

There are another much easier to get this to work with ready functions for it. I did wanted to solve this the way TG solves it but honesty do I really need that?

 

I already solved this for my BTA agents when I managed to make one of them use the wrong horse. So I already have the code made for it in their scripts. It is so bloody easy that I am ashamed right now and have to stand in the corner with a silly hat on my head. :D The fools cap...

 

PEKKA PUT OM THE FOOLS CAP!!!! Right away not later, NOW!!!!

 

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Problem solved. This is in their own scripts. I only need to refer to the player and add topics for it and add the whole faction to that topic and the topic only needs to be visable if the players bounty is above 0 even. So damn nice, so cute, so good so damn easy to fix... Damn... *face palm* :wallbash:

	Set CrimeGold to Player.GetCrimeGold

	If ( CrimeGold > 0 )
		PrintC "%n Has a Bounty of %.0f", Me, CrimeGold
		Set CrimeGold to CrimeGold - ( CrimeGold * 2 )
		Player.ModCrimeGold CrimeGold
	EndIf
All i need to add is simple. Check if the player has the right amount of gold and remove it. It does not need to involve the TGInfo or TG at all... Why did I forget I did this before?? So much in this small head these day ... :/ Edited by Pellape
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Well maybe that is what drives me and push me forward too. :D You are right... :wink:

 

I do not feel alone really. As I can always peek for solutions inside Oblivion.esm and in others mods and ask for help at the forum. But the more I do this and learn more, the better I will hopefully become. i am writing the new quest script now for BTA and i will show it here in a few hours. i also add loads of comments in it, specially added for this thread, so we all will be able to compare the difference between my simple script and TG. It differ a lot from how TG handles it but it is not complicated at all. You will see... It is more clean and direct.

 

We have to take one step in a time. It is impossible to learn every function when they are so many. The most important is to be able to solve problems and stuff when they pop up. If i cannot figure out the name of a function, well then I need to read the whole bloody list... That way I also stumble across interesting functions. Wow, is this really possible? lets not forget about it. *forgets about it and do other stuff*

Edited by Pellape
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I now have full right to implement Auto repair mod as it is and it is more or less a copy and paste of that nice and well written script. Should I activate it at player start or let the player decide to activate it? I now have space in the House Settings for it. :wink: Deleted the TG stuff.

 

The player really have to make this choice. It is not up to me to waste the players repair hammers. This means I have one more mod that i can delete. :D Small mods are cool, no doubt. The do what they are meant to do. This mod is doinf what it is NOT meant to do.... :wink: Loads of stuff... It will allow the companion to repair their stuff when they get damaged.

 

The spell I will make that adds repair token to the companion + repair hammers, in case we cannot use its inventory, will remind the player to activate Auto repair in the House Settings. It will be a message up at the left corner, no pop up boxes.

Edited by Pellape
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Finally and it works damn great. i had to fight the guards at the ArcaneUniverity a lot until I managed to make it all right but I am tired, very tired after my trip to town today, You cant thing wrong, my think straight. :D

 

I did manage at one point to remove all the player money... :wink: Logged out faster than the wind, corrected the mistake. Well everything is commented. If I exchange the 2 IF blocks, with each others, the dialogue will be shown twice. Therefor they come in this order, if I don't wanna use State as another Short. No I want it to work this way and it does work perfect now. The guard is very oissed at my char after being attacked 4 times now, but hey... What is Speechcrafting for? :wink:

 

At one point, I managed to make the guards to attack Ramirez and kill a Associate Mage too, well sh*t happens... :wink:

Short PlyCrimeGold		; The Bounty 
Short PlySeptimsAvailable	; Player gold available
Short BTAPayFines		; Sets by BTA in game when they can pay Fine
Short BTACanPayFine  		; Condition in game Dialogue if they can pay or not 
Short PlyHalfFine

Short DoOnce

begin GameMode

	if ( DoOnce == 0 )
		AddTopic PekHasBounty
	EndIf

	Set PlyCrimeGold to Player.GetCrimegold
	Set PlySeptimsAvailable to Player.GetItemCount Gold001
	Set PlyHalfFine to PlyCrimeGold / 2
	
	;BTAPayFines set in a Quest Dialogue
	if ( BTAPayFines == 1 )
		Set PlyCrimeGold to PlyCrimeGold - ( PlyCrimeGold * 2 )
		Player.ModCrimeGold PlyCrimeGold
		Player.RemoveItem Gold001 PlyHalfFine
		Set BTAPayFines to 0
		Set BTACanPayFine to 0
	Endif
		
	;Will be able to pay the fine if the player has the gold.
	If ( PlyCrimeGold > 0 ) && ( PlySeptimsAvailable > PlyCrimeGold )
		Set BTACanPayFine to 1
	EndIf


	
End     ;  PekBTAQSTSCR

I do not plan to show every dam quest but as I debated this so much, here is the solution inside the Quest Dialogue window :D

 

Hmmm... It sould be

If ( PlaySeptimsAvailable > PlyHalfFine )

The player only needs to have the half fine, not the full fine :D I correct it and test it later... I will hit that bloody guards nose again, until it breaks and he gets a floading noose bleed.

 

-Stop it, we are on the same side.

-I said stop it, you did hit me again

-Pay the fine or go to jail...

 

-I will tell the BTA that you are not nice at all, Focker...

 

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I also made another mistake, so they could not count my gold, and the other option went away in game. Cool so see everything is working as i want it too. I also managed to give the dialogue exact the right feeling for the relations between the player who is the Librarian and the crew of BTA. I like this a lot. It will also help my self to develop the quest line. I am very far in to the future with some stuff for BTA and the main enemy the Burglar King but I do want a lot of stuff to happen in between.

 

When the Schedule with my Companion works so damn good, I will use that code in the quest line as well. But I will do this in next update, not now. I will release it soon as it is, after the last script is edited in the display room.

 

The Lore Master wants to know about the Book Burglar Kings agenda, which I have written about so the player will be sent to him. To make stuff easy right now under the development, I placed the trap door to the Burglars HQ outside the HobbitHome, at that small camp called: Atrene Camp and the trapdoor is inside the tent. Atrene Camp is very very close to my Northern Guarding point, but not as close as a fight I do not want will occur. One step in a time. I think i will make a separate isle for the king, a separate world. i did that but it went deleted I guess when I had to remove loads of requirements. It does not matter. I will start with that Isle when we released the Stall, the other WIP, the player driven shop. Maybe it will go much faster to make that one then I know right now? I do know how to make it really. I guess it will require MAX 4 Weeks from when i start with it.

Edited by Pellape
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Contrasts. This book have the biggest contrast so far. I went up and down at the elevator inside Belda, took 5 Screenshot off the trap inside the ceiling, used it as the background for this lovely book. I did not plan this, I wanted contrast and thought, how will I get new and cool contrast, unique screenshot, I looked at the ceiling. Ahhh, I will try this...

 

Time to go to the next level Pekka. Use the elevator. :D Up we goooooooooo!!!!!!!!!!

 

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I sometimes surprise myself, this game is so damn fun and cool.

 

//The elevator traveller...

Edited by Pellape
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So 2 days has passed in game. The agents and the horses should all be at the University by now.

 

It is so lonely at the estate, I do miss them really. They are still sleeping, like the fairy tail Disney made. They will sleep for 100 years or so... They are so tired. Lets wake up one and talk to him and then we talk to the Lore master.

 

Maybe the final collage, unless I do not have something new to tell later? Right now I do not.

 

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I did not escort them this time as i felt they will handle problems of their own. They will end up at the estate in a day or 2, or similar... I do not care, as long as they get there in the end.

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As I do not have anything to say today, I took a peek at this one, just for fun. I can see this video over and over. I love my first dungeon. This is so far the best mod I ever made i guess.

 

Enjoy everyone, lets take a journey, in to the deep of Imperial City of Caldera...

Edited by Pellape
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To have full control now, I mod 2-3 hours, play the game... I do find stuff that is not added correct, some stuff is flying, some stuff missing since I deleted some requirements, but I do not mind, fizzle around relaxed. I did add some cool light outside the entrance to BTA as I did hit around that guard at night and I thought, what a boring place at night. Now it looks amassing I guess. I might screeny it later so I have something to show off. I wait until the new guards are made first, that will look a bit better than an empty entrance.

 

12 guards will be added, 6 for each HQ. 2 at front, 2 at each dinner room, 2 at sleep and eat, cycling... I do recall it took me time to create the 12 agents and it sure will take the same time making the new guards. I will generate them until I get a face I like. Otherwise they use the same equipment as an agent, 3 packages only, well 4 at Anvil.

 

Why 4?

 

Anvil HQ

The player has to decide if he wanna buy the Anvil manor for BTA or keep it. There are 4 different ways...

 

He owns the manor, and BTA ask him if he can sell it to BTA, still keep the upper floors - Yes or No

He does not own it and BTA ask the player to buy it for BTA - Yes or No

 

The player will have 14 days to decide. If the player do not buy the house or do not sell it to BTA, the BTA will open a shaft from the street sideways down under Anvil, the player will not know how as the story ends there and BTA will get a bit pissed too. I have not tested this, I do have a save game before the quest start so one day I make a full test. Never the less, someone will test all 4 options and bug report if they do not work. I will not test all 4 scenarios. They all look good in CS really. But a test is still needed no matter what i think or guess... ;) It is the players choice, not mine. How much the player will get involved with BTA actions, dealings and business?

 

So the player decided to buy or sell the house to BTA, then the guards will be at the front door, dinner room and at BTA new bedroom under Anvil. It is inside an old ruin, filled with unpleasant stuff that almost killed me honestly until my pets got the situation under control. I will never make stuff easy as that is not my cup of tea. So the BTA Anvil HQ exist in 2 different versions with 2 different doors, disabled in different stages of the quest. The room it self is not big so killing all stuff will take max 2 min, not more or you will be dead. It is not a mega dungeon, it is the new HQ.

 

If the player go the funniest path, he will go to the first cell, exterminate the virmin's wait a week, get access to the new HQ. Orrin in Anvil Castle, the smithy will aid with it... ;)

 

Where am I in the quest myself?

 

I think i have 4 more game days until I get full access. I want the time to pass in game normal speed as I am in no hurry. I can stress it but honestly... Why should I? I might get access tonight or tomorrow, I do not care... ;) There is still some minor stuff to add like food on the plates and polishing it. Adding some more paintings too. It has 6 book shelf or wait, 12 with common Oblivion books and stuff. It is very fancy?

 

Where do the agents live when they visit Hobbit Home and anvil?

 

They sleep at the Oak and the Crossier in, at the floor, at Lion pelts that Wilbur added there. This is an disgrace as they hate it and the Lore master do not really know how Wilbur did made beds for the agents. It is here you step in the story, to fix this for the agents... Ones and for all. When the quest starts, there is no turning back, no matter which choice the player really makes. :D They will sooner or later get a new HQ no matter what.

To have full control now, I mod 2-3 hours, play the game... I do find styff that is not added correct, some stuff is flyiong, some stuff missing since I deleted some requirements, but I do not mind, fizzle around relaxed. I did add some cool light oputside the entrance to BTA as I did hit around that guard at night and I thought, what a boring place at night. Now it looks amassing I guess. I might screeny it later so I have something to show off. I wait until the new guards are made first, that will look a bit better than an empty entrance.

 

12 guards will be added, 6 for each HQ. 2 at front, 2 at each dinner room, 2 at sleep and eat,k cycling... i do recall it took me time to create the 12 agents and it sure will take the same time making the new guards. I will generate them until I get a face I like. Otherwise they use the same equipment as an agent, 3 packages only, well 4 at Anvil.

 

Why 4?

 

The player has to decide if he wanna buy the Anvil manor for BTA or keep it. There are 4 different ways...

 

He owns the manor, and BTA ask him if he can sell it to BTA, still keep the upper floors - Yes or No

He does not own it and BTA ask the player to buy it for BTA - Yes or No

 

The player will have 14 days to decide. If the player do not buy the house or do not sell it to BTA, the BTA will open a shaft from the street sideway down under Anvil. i have not tested this, I do have a save game before the quest start so one day I make a full test. Never the less, someone will test all 4 options and big report if they do not work. i will not test all 4 scenarios. They all look good in CS really. But a test is still needed no matter what i think or guess... ;)

 

So the player decided to buy or sell the house to BTA, then the guards will be at the frony door, dinner room and at BTA new bedroom uder Anvil, in an old ruin, filled with unpleasant stuff that almost killed me honestly until my pets got the situation under control. I will never make stuff easy

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FINALLY!!!

 

All scripts fixed in the Display Room. First i had to scratch my head some and I thought. Pekka, just remake it, make it optimal, use arrays and stuff. So I did. The latest scripts are lovely, got rid of 40 trigger boxes that used to hold the staff in place. Now they are floating in the air, solid. gets updated and solid set every 10s instead of Object gamemode * 40 per Frame. It is now time to stress the whole Display Room, fill it over the edge, and check performance. Well it is what it is and cannot be done better than this. I think it is perfect now.

 

BTA Entrance at night

 

Guards are in place at BTA HQ at IC and they are 6. The 6 remaining guards will have 2 more packages later in Anvil, depending on the choices the player will make. :wink: Make wrong choice and they will stand guard out at the sidewalk. The light here is combo of coloured and yellow and I like it.

 

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Pincushion

 

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Edited by Pellape
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