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b133d_4_u
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Posts posted by b133d_4_u
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heres the other script:Scriptname aaaFortRandomQuestScript extends Quest ConditionalQuest Property MainQuest AutoQuest Property PlayerQuest AutoQuest Property Tutorial AutoQuest Property ObjectCloning AutoQuest Property ObjectCloningReset AutoObjectReference Property MerchantContainer AutoObjectReference Property DogmeatRef Autobool Property RandomRaidEnabled = false Autobool Property scavengerNote = false Autobool Property forgeNote = false Autobool Property alchemyNote = false Autobool Property generalStore = false Autobool Property mine = false Autobool Property hasDogmeat = false Autobool Property hasCaptain = false Autobool Property innNote = false Autobool Property readScavengerNote = false Autobool Property readForgeNote = false Autobool Property readAlchemyNote = false Autobool Property readGeneralStore = false Autobool Property readMine = false Autobool Property readCaptain = false Auto Conditionalbool Property readInn = false Auto Conditionalbool Property violetGivePlans = false AutoPotion Property LookoutTower AutoPotion Property WatchPost AutoPotion Property StoneShelter AutoPotion Property SpikeBarrier AutoWeapon Property ObjectCloner Autoint Property raidChance = 100 Autoint Property randomFrequency = 90 AutoActorBase Property MerchantA AutoEvent OnInit()RegisterForSingleUpdate(randomFrequency)EndEventEvent 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()EndIfEndIfif (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)EndIfEndIfif (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 = trueElseIf ((!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 = trueElseIf ((!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 = trueElseIf ((!hasDogmeat && random > 30 && random < 33 ) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(81)))DogmeatRef.MoveTo((MainQuest as aaaFortMainQuestScript).marker)DogmeatRef.Enable()hasDogmeat = trueElseIf ((!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 = trueElseIf ((!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 = trueElseIf ((!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 = trueElseIf ((!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 = trueEndIfEndIfRegisterForSingleUpdate(randomFrequency)EndEvent
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I don't know how to put spoiler tags or delete posts ^^;
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is this better?
Scriptname aaaFortWaterWellScript extends ObjectReferenceMessage Property Mailbox AutoMessage Property GuardCaptain AutoMessage Property SpecialOrder AutoMessage Property NotEnoughGold AutoBook Property ScavengerNote AutoBook Property ForgeNote AutoBook Property AlchemyNote AutoBook Property GeneralNote AutoBook Property MineNote AutoBook Property InnNote AutoPotion Property GeneralPlan AutoPotion Property GeneralDoorPlan AutoPotion Property MinePlan AutoPotion Property MineDoorPlan AutoPotion Property InnPlan AutoPotion Property InnDoorPlan AutoPotion Property WoodenCabin AutoPotion Property WoodenCabinDoorA AutoPotion Property WoodenCabinDoorB AutoPotion Property GrandEstate AutoPotion Property GrandEstateDoor AutoActorBase Property VioletBase AutoActorBase Property CaptainA AutoActorBase Property CaptainB AutoActorBase Property CaptainC AutoObjectReference Property BanneredMareSpawn AutoObjectReference Property VioletRef AutoObjectReference Property MapMarker AutoQuest Property RandomQuest AutoQuest Property PlayerQuest AutoMiscObject Property Gold001 Autobool Property hasScavengerNote = false Autobool Property hasForgeNote = false Autobool Property hasAlchemyNote = false Autobool Property hasGeneralStore = false Autobool Property hasMine = false Autobool Property hasCaptain = false Autobool Property hasInn = false AutoObjectReference Property collisionRef = None AutoEvent OnActivate(ObjectReference akActivator)if (akActivator == Game.GetPlayer())if (collisionRef != None)collisionRef.MoveTo(Self)EndIfint 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 = trueElseIf ((RandomQuest as aaaFortRandomQuestScript).forgeNote && !hasForgeNote && !(RandomQuest as aaaFortRandomQuestScript).readForgeNote)Game.GetPlayer().AddItem(ForgeNote, 1)VioletRef = BanneredMareSpawn.PlaceActorAtMe(VioletBase)hasForgeNote = true(RandomQuest as aaaFortRandomQuestScript).readForgeNote = trueElseIf ((RandomQuest as aaaFortRandomQuestScript).alchemyNote && !hasAlchemyNote && !(RandomQuest as aaaFortRandomQuestScript).readAlchemyNote)Game.GetPlayer().AddItem(AlchemyNote, 1)hasAlchemyNote = true(RandomQuest as aaaFortRandomQuestScript).readAlchemyNote = trueElseIf ((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 = trueElseIf ((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 = trueElseIf ((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 = trueElseIf ((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)ElseMapMarker.PlaceActorAtMe(CaptainC)EndIfhasCaptain = true(RandomQuest as aaaFortRandomQuestScript).readCaptain = trueElseDebug.Notification("You do not have any messages at the moment.")EndIfElseIf (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 = 1ElseNotEnoughGold.Show()EndIfElseIf (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 = 1ElseNotEnoughGold.Show()EndIfEndIfEndIfEndIfEndEvent -
is this better?
Scriptname aaaFortWaterWellScript extends ObjectReferenceMessage Property Mailbox AutoMessage Property GuardCaptain AutoMessage Property SpecialOrder AutoMessage Property NotEnoughGold AutoBook Property ScavengerNote AutoBook Property ForgeNote AutoBook Property AlchemyNote AutoBook Property GeneralNote AutoBook Property MineNote AutoBook Property InnNote AutoPotion Property GeneralPlan AutoPotion Property GeneralDoorPlan AutoPotion Property MinePlan AutoPotion Property MineDoorPlan AutoPotion Property InnPlan AutoPotion Property InnDoorPlan AutoPotion Property WoodenCabin AutoPotion Property WoodenCabinDoorA AutoPotion Property WoodenCabinDoorB AutoPotion Property GrandEstate AutoPotion Property GrandEstateDoor AutoActorBase Property VioletBase AutoActorBase Property CaptainA AutoActorBase Property CaptainB AutoActorBase Property CaptainC AutoObjectReference Property BanneredMareSpawn AutoObjectReference Property VioletRef AutoObjectReference Property MapMarker AutoQuest Property RandomQuest AutoQuest Property PlayerQuest AutoMiscObject Property Gold001 Autobool Property hasScavengerNote = false Autobool Property hasForgeNote = false Autobool Property hasAlchemyNote = false Autobool Property hasGeneralStore = false Autobool Property hasMine = false Autobool Property hasCaptain = false Autobool Property hasInn = false AutoObjectReference Property collisionRef = None AutoEvent OnActivate(ObjectReference akActivator)if (akActivator == Game.GetPlayer())if (collisionRef != None)collisionRef.MoveTo(Self)EndIfint 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 = trueElseIf ((RandomQuest as aaaFortRandomQuestScript).forgeNote && !hasForgeNote && !(RandomQuest as aaaFortRandomQuestScript).readForgeNote)Game.GetPlayer().AddItem(ForgeNote, 1)VioletRef = BanneredMareSpawn.PlaceActorAtMe(VioletBase)hasForgeNote = true(RandomQuest as aaaFortRandomQuestScript).readForgeNote = trueElseIf ((RandomQuest as aaaFortRandomQuestScript).alchemyNote && !hasAlchemyNote && !(RandomQuest as aaaFortRandomQuestScript).readAlchemyNote)Game.GetPlayer().AddItem(AlchemyNote, 1)hasAlchemyNote = true(RandomQuest as aaaFortRandomQuestScript).readAlchemyNote = trueElseIf ((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 = trueElseIf ((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 = trueElseIf ((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 = trueElseIf ((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)ElseMapMarker.PlaceActorAtMe(CaptainC)EndIfhasCaptain = true(RandomQuest as aaaFortRandomQuestScript).readCaptain = trueElseDebug.Notification("You do not have any messages at the moment.")EndIfElseIf (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 = 1ElseNotEnoughGold.Show()EndIfElseIf (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 = 1ElseNotEnoughGold.Show()EndIfEndIfEndIfEndIfEndEvent -
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 -
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.
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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) -
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
how to modify this script?
in Papyrus 101
Posted
I just spawned him lol