Best way to check for non-standard races

Post » Fri May 27, 2011 11:36 pm

Ok, so I've got a new race, and I'd like to create some race-specific dialog. For the standard races, there is a script called "RaceCheck", that I'm guessing gets called after you choose your race during initial chargen.

I would just add some code to this script, but I get the impression every race mod probably does this - and I would then be load order dependent. So, I am trying to find a way to set a different global, and run a script later on.

What would be the most reliable way to do this? I already require Bloodmoon, so I have all but MWSE functions to depend on. I have considered running a start script that waits for you to go through chargen, updates the variable, and the stops.

Any ideas?
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Emily Jeffs
 
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Joined: Thu Nov 02, 2006 10:27 pm

Post » Sat May 28, 2011 6:18 am

Rocket gave me this one


begin XXXX; Place this script on an object the player can't reach or; take in the "Seyda Neen, Census and Excise Office" cell.;; Change ScriptName to a mod specific script name;; Change NameOfMyCustomRace to the identifier for your race.;; Change SomeNumber to a number to represent your race in; dialogue. Choose a high number and specify it in your readme.;;Script Author, Rocket.short stateif ( state == 1 )    returnelse    if ( Player->GetItemCount "CharGen StatsSheet" == 1 )        if ( PCRace == 0 )            if ( Player->GetRace "XX_Morovir" == 1 )                set PCRace to 101            endif        endif        set state to 1    endifendifend

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Jessica Nash
 
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Post » Sat May 28, 2011 6:04 am

Hmm, that is an excellent idea. It does seem it would break if you used an alternate character generation system - but for most people, it should do fine. I should think a rock or something in the courtyard of the census and excise office should do.

Thanks!
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MatthewJontully
 
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Joined: Thu Mar 08, 2007 9:33 am


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