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Mishaxhi

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Posts posted by Mishaxhi

  1. doesn't a quest automatically begin when shivering isles loads telling you that a portal has appeared? so couldn't you use

    GetStageDone questname stage == 1

    to check if that quest has been done? and therefore if SI had been loaded

  2. it's an exterior cell which is why i didn't use GetInCell

    i took your advice of doing it in dialogue conditions and it is currently:

    
    (GetStageDone MISHnfquest2, 100 == 0) AND (GetStageDone MISHnfquest2, 120 == 0) AND OnTarget(GetInSameCell MISHgreycourserref == 1.00) AND (GetIsID MISHnfNPCsarynce == 1.00)
    
    

    if all of those conditions are met the NPC should offer the dialogue. the first 2 conditions restrict the topic from appearing if the player has complete quest stages 100 and 120 (which are giving the horse to the other NPCs), the horse has to be in the same cell as the player and therefore the NPC and the NPC must be the one specified

    for some reason it doesnt work, the topic isn't added :jellytime:

    - i didn't add the topic in the quest stage, i knew it'd be something stupid :)

  3. ohhh that makes more sense. one thing though, i just remembered that for one of them i need to check if the horse is in a particular cell, but not the same as the NPC who offers the topic. in that instance, would the script i posted work if i changed the reference from the NPC to an object with a persistant reference in the cell im checking?

  4. i need to be able to check if a certain horse is in the same cell as an NPC for that NPC to offer a certain topic. would this work?

    on the horse

    
    scn scriptname
    
    
    Begin GameMode
    
    
       if NPC1ref.GetInSameCell horseref
    
          AddTopic NPC1topic
    
    
       elseif NPC2ref.GetInSameCell horseref
    
          AddTopic NPC2topic
    
    
       elseif NPC3ref.GetInSameCell horseref
    
          AddTopic NPC3topic
    
    
    endif
    
    
    End
    
    

  5. i never tried initially disabling them. so something like this?

    on the NPCs

    ---------

    snc MISHredmanebandit1

    Begin GameMode

    mishredmane1ref.disable

    End

    ---------

    snc MISHredmanebandit2

    Begin GameMode

    mishredmane2ref.disable

    End

    ---------

    snc MISHgreycourser

    Begin GameMode

    mishgreycourserref.disable

    End

    ---------

    on quest stage 10 - result script

    ---------

    mishredmane1ref.enable

    mishredmane2ref.enable

    mishgreycourser.enable

  6. need help creating a simple script that will only make 3 NPCs appear when this quest starts, similar to the way holvstein only appears on gnoll mountain when you receive the dark brotherhood quest to kill him

    basically i have a camp with 2 bandits and a horse and i only want them to appear there when this quest begins. i tried reverse programming the holvstein quest but it didn't work. so far i've tried setting persistent references and only enabling it on the quest stage but this didn't work, was also considering placing them all in a dummy cell and only moving them to the camp when the quest stage is started with MoveTo but i couldn't figure that out either

    help?

  7. hello

    i recently started learning questing and scripting for oblivion. i've fallen in love with it and am well on my way in creating my first big quest mod

    only problem is i'm an awful writer when it comes to dialogue. the mod is based largely around open ended, multi-path mercenary quests. there are no "go here, kill this, retrieve this, come back" quests, i've spent time to make them as interesting as possible, offering the player a chance to complete them in a variety of ways. there are no quest markers, the basis is that you buy "information" from unofficial mercenary contractor, and you do with this what you wish. however, the quests are structured in a way where the player won't end up feeling lost, confused or like they're not doing a quest at all (there are journal updates at specific quest stages to let the player know they're on the right track, however they are short and to the point and not "now i have done this here is a full list of what i should do next.)

    also this isn't some big ambitious project i'm starting, i have work to show anybody who wishes to see it before offering to help. one quest is finished (pending further testing, i've tried to break it in every way possible but i'm sure somebody will find a way)

    the writer will of course be given full credit when the mod is released. i'm looking to work on a basis of where i send you the lines i have currently written, which are generally awful but the basics of what i want that character to be saying, and you make it more interesting. also, somebody who may want to add their own creativity to the mod, perhaps adding extra dialogue which leads to spin off quests i can develop

    please PM me or post in here if you're interested. if you want to see some of the work so far, PM me and i will send you the esp containing the first quest

    thanks! mish

  8. 1. Does this NPC have a merchant chest? If so, the gold may end up there.

    2. What is "SevariusAtius"? Is it the 'Reference Name' or the 'Editor ID Name'?

    SevariusAtius is the editor ID

    also he has no merchant chest

  9. how do i give a specific amount of golf to an NPC?

    i have a quest where you have to extort money out of someone. in the interest of freedom i want the player to simply be able to kill them as well, but i can't get the money that needs to be taken on the NPC

    tried adding manually with Gold001 but didn't work, even deleted the levelled gold but that didn't work either

    then at a stage in the quest dialogue i added

    SevariusAtius.AddItem Gold001 11000
    this didn't work for somereason then i tried adding a script to the actual NPC
    scn sevariusscript
    
    
    OnDeath
    
    
        sevariusatium.additem gold001 11000
    
    
    end

    but this didn't work either

    help?

    ----Edited to add codeboxes-----WT

  10. I wouldn't want to have to spend money to be able to craft, so I'm not really liking the idea of buying materials from vendors.

    Would strongly agree with this. One of the main attractions of crafting is to become even more self sufficient, to be able to rely on your own skills, wits and resources alone. Hunt some animals for pelts, mine for some iron ore, forage for cotton and at the end of it all you got a decent suit of reinforced leather armor. Just buying all the gear from a merchant then gluing it together takes the satisfaction away

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