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ShastaConcolor

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    Eastern USA
  • Interests
    Music, Writing, Big Cats, Counseling

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  1. Hello everyone. Has anyone devised a way to incorporate the effect of a shout onto a object (specifically a ring or amulet)? My idea is to take the Aura Whisper shout (highest level of using all three words) and have it as a "constant effect" while the player is wearing the ring or amulet. I was playing in the Creation Kit, and could not figure out how to apply the Aura Whisper onto a ring (or amulet), only a scroll, which I couldn't make work as intended. While it worked to a fashion, it was limited to the direction the PC was facing when the scroll was cast, and it had range limitations. In other words, I couldn't get it to function as desired (which may have been because of my misunderstanding the parameters passed to the effect at the time of the cast). So, the question for the experience scripters here: is there a way to accomplish this using scripting, and if so, would someone be willing to teach me how? Or, as a side question, is there a more effective methodology than scripting? Thanks. UPDATE: I figured out how to create some new magic effects based on the originals, and I tie them together in an enchantment, but still not working. The ring seems to have no effect on anything in-game. Anyone have any ideas? As for the magic effects, they're the same as the vanilla "Detect Life" effects (interior and exterior) except for the area being the same as the Aura Whisper effects. And, they're set as "constant effect" vice "fire and forget". Again, I don't know if this is in the realm of scripting, or if it can be done just as easily without it. Thanx again.
  2. Hello Everyone! I've been struggling with scripting an idea. I'm an experienced Skyrim player (1200+ hours) and am now just getting into the immersion and environment, and don't really want to deal with all the mundane gibberish anymore; just play! So, the idea was, rather than having to go around, and find all the various merchants (and hope they have enough gold to buy anything), I thought having a "sell barrel" which is scripted to give base value to the player for every item put into it, would save a lot of time and heartache. So, here's the basic concept: ---=== Begin Concept ===--- There's a barrel (or chest) into which the player can place items; there is a button on/near the container, which when pressed, gives the player the options of: "Sell the Items", "Get Rid of the Items", and "Exit". If the player selects "Sell the Items", the "totalgold" variable is zeroed, then the items in the barrel/chest are evaluated item for item, the value of each is asses to the "totalgold" variable, and then the item is deleted from the container's inventory; once all the items are gone, then the sum of gold is given to the player, and the script ends and returns the player to the game. If the player selects "Get rid of the Items", then each item is deleted from the container's inventory; once all the items are gone, the script ends and returns the player to the game. If the player selects "Exit", then the script ends and returns the player to the game. ---=== End Concept ===--- Making the button, barrel, and the basic form of the activator and event is done, and the skeleton functions. (barrel and "ImpButton01" as the button). Giving the player the options on the screen is working fine. The "delete" portion is already done and tests as working as expected, as are the responses onto the screen. I'll probably change the "MessageBox" to "Trace" just to make a little less need for interaction after-the-fact. The problem is in the "Sell the Items" portion of the script, as I really can't seem to conceptualize how to do an efficient, looped and selective process for figuring out a random inventory and evaluating it. FList's and direct references don't really seem applicable, as there's no easy way to determine what a player might dump into the container. So, I don't know how to script the inventory handling and such, and would like to see if anyone has any ideas and/or examples. Here's the script so far: Scriptname KentiItemSellBarrel extends ObjectReference {script to "sell" or delete items from an in-game container on button activation} import game import debug ObjectReference Property SellBarrelContainerREF auto ; the actual container being referenced where the player places the items MiscObject Property gold001 auto Message Property KentiItemBarrelMsg auto ; message used in-game to place options onto the screen int SellGoldValue int ItemGoldValue int TotalInventoryItems int ItemCount Event OnActivate(ObjectReference akActivator) int ibutton = KentiItemSellBarrelMsg.Show() If ibutton == 0 ; "Sell" all items in the container SellGoldValue = 0 ; reset the value to be sure its zeroized TotalInventoryItems = [functionvalue] ; total number of items in container ; begin loop; while TotalInventoryItems > 0 continue [ select next object from current inventory ] = CurrentItemREF ItemCount = CurrentItemREF.GetItemCount() ItemGoldValue = CurrentItemREF.GetGoldValue() SellGoldValue = SellGoldValue + ( ItemGoldValue * ItemCount ) SellBarrelContainerREF.RemoveItem(CurrentItemREF) TotalInventoryItems = TotalInventoryItems - ItemCount ; end loop; aka go to next item in the container Game.GetPlayer().AddItem(Gold001, SellGoldValue) ; give the player the value in gold Debug.MessageBox("All the items have been purchased by Khajiit Traders and Thieves Guild contacts.") ElseIf ibutton == 1 ; delete all items in the container SellBarrelContainerREF.RemoveAllItems() Debug.MessageBox("All the items in the barrel have been donated to charity.") ElseIf ibutton == 2 return EndIf EndEvent Thank you in advance for the guidance and assistance, and any wisdom you can bestow on me is most appreciated.
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