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b133d_4_u

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Posts posted by b133d_4_u

  1. heres the other script:

    Scriptname aaaFortRandomQuestScript extends Quest Conditional
     
    Quest Property MainQuest Auto
    Quest Property PlayerQuest Auto
    Quest Property Tutorial Auto
    Quest Property ObjectCloning Auto
    Quest Property ObjectCloningReset Auto
    ObjectReference Property MerchantContainer Auto
    ObjectReference Property DogmeatRef Auto
    bool Property RandomRaidEnabled = false Auto
     
    bool Property scavengerNote = false Auto
    bool Property forgeNote = false Auto
    bool Property alchemyNote = false Auto
    bool Property generalStore = false Auto
    bool Property mine = false Auto
    bool Property hasDogmeat = false Auto
    bool Property hasCaptain = false Auto
    bool Property innNote = false Auto
     
    bool Property readScavengerNote = false Auto
    bool Property readForgeNote = false Auto
    bool Property readAlchemyNote = false Auto
    bool Property readGeneralStore = false Auto
    bool Property readMine = false Auto
    bool Property readCaptain = false Auto Conditional
    bool Property readInn = false Auto Conditional
     
    bool Property violetGivePlans = false Auto
     
    Potion Property LookoutTower Auto
    Potion Property WatchPost Auto
    Potion Property StoneShelter Auto
    Potion Property SpikeBarrier Auto
     
    Weapon Property ObjectCloner Auto
     
    int Property raidChance = 100 Auto
    int Property randomFrequency = 90 Auto
     
    ActorBase Property MerchantA Auto
     
    Event OnInit()
    RegisterForSingleUpdate(randomFrequency)
    EndEvent
     
    Event OnUpdate()
    if (RandomRaidEnabled && !(PlayerQuest as aaaFortPlayerQuestScript).isRaid)
    int randomchance = Utility.RandomInt(1,raidChance)
    if (randomchance > 95 && (MainQuest as aaaFortMainQuestScript).stage == 0)
    (PlayerQuest as aaaFortPlayerQuestScript).RandomRaid()
    EndIf
    EndIf
     
    if (Tutorial.IsCompleted() && !(PlayerQuest as aaaFortPlayerQuestScript).isRaid)
    int random = Utility.RandomInt(1,100)
    if (random >= 99 || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(72)))
    ((PlayerQuest as aaaFortPlayerQuestScript).RandomSpawnPoint()).PlaceActorAtMe(MerchantA)
    EndIf
    EndIf
     
    if (Tutorial.IsCompleted() && !(PlayerQuest as aaaFortPlayerQuestScript).isRaid)
    int random = Utility.RandomInt(1,100)
    if (!scavengerNote && random < 50)
    Debug.Notification("You've got a new message waiting for you at the Water Well.")
    scavengerNote = true
    ElseIf ((!forgeNote && random > 95) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(79)))
    Debug.Notification("You've got a new message waiting for you at the Water Well.")
    forgeNote = true
    ElseIf ((!alchemyNote && random < 4) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(80)))
    Debug.Notification("You've got a new message waiting for you at the Water Well.")
    alchemyNote = true
    ElseIf ((!hasDogmeat && random > 30 && random < 33 ) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(81)))
    DogmeatRef.MoveTo((MainQuest as aaaFortMainQuestScript).marker)
    DogmeatRef.Enable()
    hasDogmeat = true
    ElseIf ((!generalStore && random > 50 && random < 55 ) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(75)))
    Debug.Notification("You've got a new message waiting for you at the Water Well.")
    generalStore = true
    ElseIf ((!mine && random > 70 && random < 74 ) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(76)))
    Debug.Notification("You've got a new message waiting for you at the Water Well.")
    mine = true
    ElseIf ((!hasCaptain && random > 81 && random < 85 ) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(77)))
    Debug.Notification("You've got a new message waiting for you at the Water Well.")
    hasCaptain = true
    ElseIf ((!innNote && random > 91 && random < 94 ) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(71)))
    Debug.Notification("You've got a new message waiting for you at the Water Well.")
    innNote = true
    EndIf
    EndIf
    RegisterForSingleUpdate(randomFrequency)
    EndEvent

  2. is this better?

    Scriptname aaaFortWaterWellScript extends ObjectReference  
     
    Message Property Mailbox Auto
    Message Property GuardCaptain Auto
    Message Property SpecialOrder Auto
    Message Property NotEnoughGold Auto
    Book Property ScavengerNote Auto
    Book Property ForgeNote Auto
    Book Property AlchemyNote Auto
    Book Property GeneralNote Auto
    Book Property MineNote Auto
    Book Property InnNote Auto
     
    Potion Property GeneralPlan Auto
    Potion Property GeneralDoorPlan Auto
    Potion Property MinePlan Auto
    Potion Property MineDoorPlan Auto
    Potion Property InnPlan Auto
    Potion Property InnDoorPlan Auto
     
    Potion Property WoodenCabin Auto
    Potion Property WoodenCabinDoorA Auto
    Potion Property WoodenCabinDoorB Auto
     
    Potion Property GrandEstate Auto
    Potion Property GrandEstateDoor Auto
     
    ActorBase Property VioletBase Auto
    ActorBase Property CaptainA Auto
    ActorBase Property CaptainB Auto
    ActorBase Property CaptainC Auto
     
    ObjectReference Property BanneredMareSpawn Auto
    ObjectReference Property VioletRef Auto
    ObjectReference Property MapMarker Auto
     
    Quest Property RandomQuest Auto
    Quest Property PlayerQuest Auto
    MiscObject Property Gold001 Auto
     
    bool Property hasScavengerNote = false Auto
    bool Property hasForgeNote = false Auto
    bool Property hasAlchemyNote = false Auto
    bool Property hasGeneralStore = false Auto
    bool Property hasMine = false Auto
    bool Property hasCaptain = false Auto
    bool Property hasInn = false Auto
     
    ObjectReference Property collisionRef = None Auto
     
    Event OnActivate(ObjectReference akActivator)
    if (akActivator == Game.GetPlayer())
    if (collisionRef != None)
    collisionRef.MoveTo(Self)
    EndIf
    int result = Mailbox.Show()
    if (result == 0)
    if ((RandomQuest as aaaFortRandomQuestScript).scavengerNote && !hasScavengerNote && !(RandomQuest as aaaFortRandomQuestScript).readScavengerNote)
    Game.GetPlayer().AddItem(ScavengerNote, 1)
    hasScavengerNote = true
    (RandomQuest as aaaFortRandomQuestScript).readScavengerNote = true
    ElseIf ((RandomQuest as aaaFortRandomQuestScript).forgeNote && !hasForgeNote && !(RandomQuest as aaaFortRandomQuestScript).readForgeNote)
    Game.GetPlayer().AddItem(ForgeNote, 1)
    VioletRef = BanneredMareSpawn.PlaceActorAtMe(VioletBase)
    hasForgeNote = true
    (RandomQuest as aaaFortRandomQuestScript).readForgeNote = true
    ElseIf ((RandomQuest as aaaFortRandomQuestScript).alchemyNote && !hasAlchemyNote && !(RandomQuest as aaaFortRandomQuestScript).readAlchemyNote)
    Game.GetPlayer().AddItem(AlchemyNote, 1)
    hasAlchemyNote = true
    (RandomQuest as aaaFortRandomQuestScript).readAlchemyNote = true
    ElseIf ((RandomQuest as aaaFortRandomQuestScript).generalStore && !hasGeneralStore && !(RandomQuest as aaaFortRandomQuestScript).readGeneralStore)
    Game.GetPlayer().AddItem(GeneralNote, 1)
    Game.GetPlayer().AddItem(GeneralPlan, 1)
    Game.GetPlayer().AddItem(GeneralDoorPlan, 1)
    hasGeneralStore = true
    (RandomQuest as aaaFortRandomQuestScript).readGeneralStore = true
    ElseIf ((RandomQuest as aaaFortRandomQuestScript).mine && !hasMine && !(RandomQuest as aaaFortRandomQuestScript).readMine)
    Game.GetPlayer().AddItem(MineNote, 1)
    Game.GetPlayer().AddItem(MinePlan, 1)
    Game.GetPlayer().AddItem(MineDoorPlan, 1)
    hasMine = true
    (RandomQuest as aaaFortRandomQuestScript).readMine = true
    ElseIf ((RandomQuest as aaaFortRandomQuestScript).innNote && !hasInn && !(RandomQuest as aaaFortRandomQuestScript).readInn)
    Game.GetPlayer().AddItem(InnNote, 1)
    Game.GetPlayer().AddItem(InnPlan, 1)
    Game.GetPlayer().AddItem(InnDoorPlan, 1)
    hasInn = true
    (RandomQuest as aaaFortRandomQuestScript).readInn = true
    ElseIf ((RandomQuest as aaaFortRandomQuestScript).hasCaptain && !hasCaptain && !(RandomQuest as aaaFortRandomQuestScript).readCaptain)
    int captain = GuardCaptain.Show()
    if (captain == 0)
    MapMarker.PlaceActorAtMe(CaptainA)
    ElseIf (captain == 1)
    MapMarker.PlaceActorAtMe(CaptainB)
    Else
    MapMarker.PlaceActorAtMe(CaptainC)
    EndIf
    hasCaptain = true
    (RandomQuest as aaaFortRandomQuestScript).readCaptain = true
    Else
    Debug.Notification("You do not have any messages at the moment.")
    EndIf
    ElseIf (result == 1)
    int order = SpecialOrder.Show()
    if (order == 0)
    if (Game.GetPlayer().GetItemCount(Gold001) >= 5000)
    Game.GetPlayer().RemoveItem(Gold001, 5000)
    Game.GetPlayer().AddItem(WoodenCabin,1)
    Game.GetPlayer().AddItem(WoodenCabinDoorA,1)
    Game.GetPlayer().AddItem(WoodenCabinDoorB,1)
    (PlayerQuest as aaaFortPlayerQuestScript).hasWoodenCabin = 1
    Else
    NotEnoughGold.Show()
    EndIf
    ElseIf (order == 1)
    if (Game.GetPlayer().GetItemCount(Gold001) >= 15000)
    Game.GetPlayer().RemoveItem(Gold001, 15000)
    Game.GetPlayer().AddItem(GrandEstate,1)
    Game.GetPlayer().AddItem(GrandEstateDoor,1)
    (PlayerQuest as aaaFortPlayerQuestScript).hasGrandEstate = 1
    Else
    NotEnoughGold.Show()
    EndIf
    EndIf
    EndIf
    EndIf
    EndEvent

  3. is this better?

     

    Scriptname aaaFortWaterWellScript extends ObjectReference  
     
    Message Property Mailbox Auto
    Message Property GuardCaptain Auto
    Message Property SpecialOrder Auto
    Message Property NotEnoughGold Auto
    Book Property ScavengerNote Auto
    Book Property ForgeNote Auto
    Book Property AlchemyNote Auto
    Book Property GeneralNote Auto
    Book Property MineNote Auto
    Book Property InnNote Auto
     
    Potion Property GeneralPlan Auto
    Potion Property GeneralDoorPlan Auto
    Potion Property MinePlan Auto
    Potion Property MineDoorPlan Auto
    Potion Property InnPlan Auto
    Potion Property InnDoorPlan Auto
     
    Potion Property WoodenCabin Auto
    Potion Property WoodenCabinDoorA Auto
    Potion Property WoodenCabinDoorB Auto
     
    Potion Property GrandEstate Auto
    Potion Property GrandEstateDoor Auto
     
    ActorBase Property VioletBase Auto
    ActorBase Property CaptainA Auto
    ActorBase Property CaptainB Auto
    ActorBase Property CaptainC Auto
     
    ObjectReference Property BanneredMareSpawn Auto
    ObjectReference Property VioletRef Auto
    ObjectReference Property MapMarker Auto
     
    Quest Property RandomQuest Auto
    Quest Property PlayerQuest Auto
    MiscObject Property Gold001 Auto
     
    bool Property hasScavengerNote = false Auto
    bool Property hasForgeNote = false Auto
    bool Property hasAlchemyNote = false Auto
    bool Property hasGeneralStore = false Auto
    bool Property hasMine = false Auto
    bool Property hasCaptain = false Auto
    bool Property hasInn = false Auto
     
    ObjectReference Property collisionRef = None Auto
     
    Event OnActivate(ObjectReference akActivator)
    if (akActivator == Game.GetPlayer())
    if (collisionRef != None)
    collisionRef.MoveTo(Self)
    EndIf
    int result = Mailbox.Show()
    if (result == 0)
    if ((RandomQuest as aaaFortRandomQuestScript).scavengerNote && !hasScavengerNote && !(RandomQuest as aaaFortRandomQuestScript).readScavengerNote)
    Game.GetPlayer().AddItem(ScavengerNote, 1)
    hasScavengerNote = true
    (RandomQuest as aaaFortRandomQuestScript).readScavengerNote = true
    ElseIf ((RandomQuest as aaaFortRandomQuestScript).forgeNote && !hasForgeNote && !(RandomQuest as aaaFortRandomQuestScript).readForgeNote)
    Game.GetPlayer().AddItem(ForgeNote, 1)
    VioletRef = BanneredMareSpawn.PlaceActorAtMe(VioletBase)
    hasForgeNote = true
    (RandomQuest as aaaFortRandomQuestScript).readForgeNote = true
    ElseIf ((RandomQuest as aaaFortRandomQuestScript).alchemyNote && !hasAlchemyNote && !(RandomQuest as aaaFortRandomQuestScript).readAlchemyNote)
    Game.GetPlayer().AddItem(AlchemyNote, 1)
    hasAlchemyNote = true
    (RandomQuest as aaaFortRandomQuestScript).readAlchemyNote = true
    ElseIf ((RandomQuest as aaaFortRandomQuestScript).generalStore && !hasGeneralStore && !(RandomQuest as aaaFortRandomQuestScript).readGeneralStore)
    Game.GetPlayer().AddItem(GeneralNote, 1)
    Game.GetPlayer().AddItem(GeneralPlan, 1)
    Game.GetPlayer().AddItem(GeneralDoorPlan, 1)
    hasGeneralStore = true
    (RandomQuest as aaaFortRandomQuestScript).readGeneralStore = true
    ElseIf ((RandomQuest as aaaFortRandomQuestScript).mine && !hasMine && !(RandomQuest as aaaFortRandomQuestScript).readMine)
    Game.GetPlayer().AddItem(MineNote, 1)
    Game.GetPlayer().AddItem(MinePlan, 1)
    Game.GetPlayer().AddItem(MineDoorPlan, 1)
    hasMine = true
    (RandomQuest as aaaFortRandomQuestScript).readMine = true
    ElseIf ((RandomQuest as aaaFortRandomQuestScript).innNote && !hasInn && !(RandomQuest as aaaFortRandomQuestScript).readInn)
    Game.GetPlayer().AddItem(InnNote, 1)
    Game.GetPlayer().AddItem(InnPlan, 1)
    Game.GetPlayer().AddItem(InnDoorPlan, 1)
    hasInn = true
    (RandomQuest as aaaFortRandomQuestScript).readInn = true
    ElseIf ((RandomQuest as aaaFortRandomQuestScript).hasCaptain && !hasCaptain && !(RandomQuest as aaaFortRandomQuestScript).readCaptain)
    int captain = GuardCaptain.Show()
    if (captain == 0)
    MapMarker.PlaceActorAtMe(CaptainA)
    ElseIf (captain == 1)
    MapMarker.PlaceActorAtMe(CaptainB)
    Else
    MapMarker.PlaceActorAtMe(CaptainC)
    EndIf
    hasCaptain = true
    (RandomQuest as aaaFortRandomQuestScript).readCaptain = true
    Else
    Debug.Notification("You do not have any messages at the moment.")
    EndIf
    ElseIf (result == 1)
    int order = SpecialOrder.Show()
    if (order == 0)
    if (Game.GetPlayer().GetItemCount(Gold001) >= 5000)
    Game.GetPlayer().RemoveItem(Gold001, 5000)
    Game.GetPlayer().AddItem(WoodenCabin,1)
    Game.GetPlayer().AddItem(WoodenCabinDoorA,1)
    Game.GetPlayer().AddItem(WoodenCabinDoorB,1)
    (PlayerQuest as aaaFortPlayerQuestScript).hasWoodenCabin = 1
    Else
    NotEnoughGold.Show()
    EndIf
    ElseIf (order == 1)
    if (Game.GetPlayer().GetItemCount(Gold001) >= 15000)
    Game.GetPlayer().RemoveItem(Gold001, 15000)
    Game.GetPlayer().AddItem(GrandEstate,1)
    Game.GetPlayer().AddItem(GrandEstateDoor,1)
    (PlayerQuest as aaaFortPlayerQuestScript).hasGrandEstate = 1
    Else
    NotEnoughGold.Show()
    EndIf
    EndIf
    EndIf
    EndIf
    EndEvent

  4. How's this?

     

    Scriptname TierHarribelSpellScript extends ObjectReference
     
    import Utility
    Actor Property PlayerREF Auto
    Float Property xOffset Auto
    Float Property yOffset Auto
    Float Property zOffset Auto
    Float Property RandomOffsetX Auto
    Float Property RandomOffsetY Auto
    Float Property RandomOffsetZ Auto
    Float Property PulseRate = 1.0 Auto
    Float Property RandomRate Auto
    Activator Property TargetType Auto
    ObjectReference Property CurrentTarget Auto
    Bool Property SpawnNode Auto
    Spell Property TierHarribelCortandoSpell Auto
    FormList Property TargetTypeList Auto
    Float Property SeekRange = 1000.0 Auto
     
    Event OnInit()
    if CurrentTarget ;!= None
    elseIf SpawnNode
    float newXOffset = XOffSet + RandomFloat(-RandomOffsetX, RandomOffsetX)
    float newYOffset = YOffSet + RandomFloat(-RandomOffsetY, RandomOffsetY)
    float newZOffset = ZOffSet + RandomFloat(-RandomOffsetZ, RandomOffsetZ)
    CurrentTarget = PlaceAtme(TargetType)
    CurrentTarget.MoveTo(Self, newXOffSet, newYOffSet, newZOffSet)
    endif
    RegisterForSingleUpdate(PulseRate)
    EndEvent
     
    Event OnUpdate()
    if !SpawnNode && !TargetTypeList && GetDistance(PlayerREF) < SeekRange
        CurrentTarget = PlayerREF
    elseif TargetTypeList
    CurrentTarget = Game.FindClosestReferenceOfAnyTypeInListfromRef(TargetTypeList, Self, SeekRange)
    endif
    if CurrentTarget
    TierHarribelCortandoSpell.Cast(Self,CurrentTarget)
    endif
    RegisterForSingleUpdate(PulseRate + RandomFloat(0.0, RandomRate))
    EndEvent

  5. I'm looking for people to help me with my mod found here: http://www.nexusmods.com/skyrim/mods/57061/?

    what i need are quest writers, script writers, voice actors, someone good with modeling characters and maybe armour in 3ds max or similar programs, and someone who can create textures. it would also help for you to have watched the anime Bleach so you understand what im doing. ive already gotten a fair bit done on my own, but im going to need help if my vision of this mod is to become reality. please consider it, thank you.

  6. ElseIf ((RandomQuest as aaaFortRandomQuestScript).hasCaptain && !hasCaptain && !(RandomQuest as aaaFortRandomQuestScript).readCaptain)
    int captain = GuardCaptain.Show()
    if (captain == 0)
    MapMarker.PlaceActorAtMe(CaptainA)
    ElseIf (captain == 1)
    MapMarker.PlaceActorAtMe(CaptainB)
    Else
    MapMarker.PlaceActorAtMe(CaptainC)
    EndIf
    hasCaptain = true
    
     
    so this is part of a script where when you activate a water well,a prompt may appear for you to select your guard captain. i want to add my own custom guard captain to the list. how do i do this? ive already made the npc, i just need help with the scripting and getting the button on the prompt to work(and whatever else i might need to do)
  7. I'm trying to create a mod where the weapon i made fires 1-3 spells i made upon swinging. here's what ive got so far from the bethesda tutorial wiki: import Utility Actor Property PlayerREF Auto Float Property xOffset Auto Float Property yOffset Auto Float Property zOffset Auto Float Property RandomOffsetX Auto Float Property RandomOffsetY Auto Float Property RandomOffsetZ Auto Float Property PulseRate = 1.0 Auto Float Property RandomRate Auto Activator Property TargetType Auto ObjectReference Property CurrentTarget Auto Bool Property SpawnNode Auto Spell Property TierHarribelCortandoSpell Auto FormList Property TargetTypeList Auto Float Property SeekRange = 1000.0 Auto Event OnInit() if CurrentTarget elseIf SpawnNode float newXOffset = XOffSet + RandomFloat(-RandomOffsetX, RandomOffsetX) float newYOffset = YOffSet + RandomFloat(-RandomOffsetY, RandomOffsetY) float newZOffset = ZOffSet + RandomFloat(-RandomOffsetZ, RandomOffsetZ) CurrentTarget = PlaceAtme(TargetType) CurrentTarget.MoveTo(Self, newXOffSet, newYOffSet, newZOffSet) endif RegisterForSingleUpdate(PulseRate) EndEvent Event OnUpdate() if !SpawnNode && !TargetTypeList && GetDistance(PlayerREF) < SeekRange CurrentTarget = PlayerREF elseif TargetTypeList CurrentTarget = Game.FindClosestReferenceOfAnyTypeInListfromRef(TargetTypeList, Self, SeekRange) endif if CurrentTarget TierHarribelCortandoSpell.Cast(Self,CurrentTarget) endif RegisterForSingleUpdate(PulseRate + RandomFloat(0.0, RandomRate)) EndEvent it wont work,so can someone tell me whats wrong?TierHarribelCortandoSpell is the editor id of the spell

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