Greetings!
My mod is on the verge of releasing, and I had a few requests for some essential scripts.
I have no papyrus experience, and minimal java. So I can discern a little of what is going on.
Any help getting these working is greatly appreciated. I am happy to post the scripts once they are completed to promote the bettering of Skyrim's modding community.
The effects I want are as follows:
Script #1:
Description: Empties containers upon striking them.
Player strikes container with weapon.
Container disappears as it's contents are expelled from it (like how the player drops items from his inventory)
A Light is attached to each item upon leaving the container.
Container respawns 168 hours later.
or
Player strikes container with weapon.
Container disappears, as it's contents are added to the player's inventory.
Container respawns 168 hours later.
Also require a similar script but instead of striking the container, just activating it.
Script #2:
Description: Adds object in the place of a teleporting player.
Player casts spell.
Player is teleported to object. (i have all this so far)
Object is created at both the player's old and new location.
Activating one of those objects teleports the player to the same object at the player's old location.
Both objects are removed after arriving back at old location.
Script #3:
Description: Adds a randomized "count" to a LCharacter List.
By default, the "count" is one per marker. You cannot change this value in the CK. I've tried using TesSnip, and the only value I could see was "chance for none", regardless, it seems that you can only choose a single value, and I want many. Any ideas?
Script #4:
Description: Attach the enchanted weapon recharge effect to a dialogue option.
Player engages conversation with NPC
Player selects "Charge my Weapon"
Player's equipped weapon is recharged (unequipped, then reequipped, or however it will work)
Item's maximum enchantment value is decreased by 10%
Script cannot be run for 24 hours.
Script #5:
Description: Follower disables any traps by being told to via dialogue. Instead of just setting it off for you, actually removing the trap's function.
Player engages in conversation with Follower.
Player selects "Disable that Trap", and direct Follower to trap (like you would order a follower)
Follower approaches trap, and interacts with it, without setting off the trap.
Script #6:
Description: Bestow random enchantment with a random enchantment value, with a higher chance of getting a higher quality enchantment depending on how high the player's level is.
Complicated
Run script from dialogue choice, or spell.
Prompts you to select specific weapon/armor from menu (These weapons will have a special keyword).
Bestow random enchantment with random value, the enchantment and value are effected by keywords associated with the items.
I think that's all of them For now