Adding another upgrade

Post » Sat Jul 23, 2011 4:39 am

I was wanting to add more things to buy for the Chorrol house, like a garden upgrade where after you bought it the garden area is all done up. How do you do that? I know how to add an item to the NPC's shop inventory/chest so they sell it, but how do I make it so that the garden only changes after you buy the scroll? And will I have to edit the "Buying a house in Chorrol" quest, is it all linked? Posted this in the Quick Questions thread but didn't get an answer, sorry if this is noobish, I know some stuff but with things like Quests and Dialogue I'm still learning.
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Sat Jul 23, 2011 12:43 am

Well, what you would need to do is to edit the garden in the construction set, making everything there persistent references and giving them reference IDs. Then you add your own changes in, making them persistent references and giving them reference IDs as well, but also making them initially disabled.

Then, you will have to add a script to your garden upgrade scroll:

scn exampleshort doOnceBegin OnAdd Player	if (doOnce == 1)		Return	else		VanillaItem01.Disable		VanillaItem02.Disable		VanillaItem03.Disable;		etc.		CustomItem01.Enable		CustomItem02.Enable		CustomItem03.Enable;		etc.	endifEnd


VanillaItemXX would be the reference IDs of the original items that you wanted gone, and CustomItemXX would be the reference IDs of your added items.

You don't have to edit the "Buying a House in Chorrol" quest unless you want to make the garden upgrade a part of it.
User avatar
Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Sat Jul 23, 2011 9:43 am

But please, use parent objects. It saves a lot of scripting.
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Sat Jul 23, 2011 9:09 am

Set things that are to vanish up with PersistentParentREF (a potato plant or whatever) as their enable parent and check their "Set enable state to opposite of parent" flags. Things to appear should have the same enable parent minus the opposite flag and then all can be set up with...
ScriptName ChorrolGardenUpgradeSCPTBegin OnAdd Player	If PersistentParentREF.GetDisabled		PersistentParentREF.Enable	EndIfEnd

User avatar
Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am


Return to IV - Oblivion