mellophonist Posted May 11, 2013 Author Share Posted May 11, 2013 While that really does sound interesting I am afraid to admit scripting is out of my league as far as modding goes. I tried to make a quest mod at one point and it failed in every sense. If you are good at scripting however I would love to do something like this if you would like to collaborate on it. Link to comment Share on other sites More sharing options...
Kraeten Posted May 11, 2013 Share Posted May 11, 2013 While that really does sound interesting I am afraid to admit scripting is out of my league as far as modding goes. I tried to make a quest mod at one point and it failed in every sense. If you are good at scripting however I would love to do something like this if you would like to collaborate on it. Trust me I was in the exact same boat when I watched the tutorial and if I'm able to ape what's shown I'm sure you can too. ;D Just give it a try some time. As for helping, while I'd like to, I have way too many projects to finish already. :sweat: If you have any questions about the tutorial I linked before, or any other questions for that matter feel free to PM me though. Have a good one! Link to comment Share on other sites More sharing options...
Apollyna Posted May 11, 2013 Share Posted May 11, 2013 I mentioned quests before in my last post. While I still stand by that statement, I thought it might prove useful to mention there's another way to include a player abode into the game in a similar fashion. Darkfox127 made some excellent tutorials recently that explains how to accomplish Hearthfire type scripting. Menus for example. Personally I found this one to be the most useful. To summarize what it teaches, you can read a note or activate an altar....and every item linked to it will be popped into existence. Or removed from existence as well if you have the item checked as opposite to note/altar's status. What does this mean in practice? Take my Grayhill Keep mod I'm working on for instance. When you'll first discover it in Skyrim the exterior and interior will be in disrepair. But after purchasing a deed from a merchant, and reading the deed, the Keep will be restored. This type of scripting allows the player to interact and play a role in acquiring the home much like vanilla player abodes which I'm sure you'll agree is pretty darn cool. There's a screenshot below if you want to see what the script can accomplish. http://i804.photobucket.com/albums/yy327/Adamant19/Untitled-1copy_zps9a5ba0a0.jpg Excellent resource! The other day I was just thinking of how I could make a switchable bed/coffin for a future lair... this should be helpful then. :) Link to comment Share on other sites More sharing options...
mellophonist Posted May 12, 2013 Author Share Posted May 12, 2013 While that really does sound interesting I am afraid to admit scripting is out of my league as far as modding goes. I tried to make a quest mod at one point and it failed in every sense. If you are good at scripting however I would love to do something like this if you would like to collaborate on it. Trust me I was in the exact same boat when I watched the tutorial and if I'm able to ape what's shown I'm sure you can too. ;D Just give it a try some time. As for helping, while I'd like to, I have way too many projects to finish already. :sweat: If you have any questions about the tutorial I linked before, or any other questions for that matter feel free to PM me though. Have a good one!Thanks I might just give it another go, and Ill definitely PM you if I have question (I'll apologize in advance if I PM you with to many questions :P) Link to comment Share on other sites More sharing options...
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