[WIP] Crimsonheart Bandits

Post » Sat Sep 27, 2014 1:54 pm

Crimsonheart Bandits - A Joinable Bandit Faction

Now I know that there have been bandit faction mods in the past, but I can't seem to find a good one that hasn't been abandoned, so I'm creating one. The only problem is, I've modded Oblivion a lot (never released any mods though) but I am new to Skyrim modding. Now I have a pretty good understanding of the Creation Kit but scripting is a small issue, I will get better at it as I mod naturally but if anyone is willing to help me with a few things I'd be very thankful.

What I need help with:

I need to know how to make it so that as you continue in a quest, the Bandit camp gets larger, so more specifically, I need an example of a script where at a cerain quest stage, an object appears in a specific place.

A script allowing the player to be given gold after a certain amount of time in game, this script should repeat so that every say 3 days in game, you will be given gold.

This is probably all the help I need but if I need more, I shall ask.

Plot:

The Crimsonheart Bandits are looking for new outlaws, they need people to rob caravans, attack passing citizens and raid towns. And who better to do it than the Dragonborn himself. You hear rumours of a bandit camp that is looking to hire new members, do you choose to travel to Crimsonheart Retreat and join the bandits, or travel to Harvelpint village to join the village guard in order to wipe them out?

Features:

- A non linear plot. You can join the bandits, but instead just spy for the guards and feed the bandits false information, similarly you can work for the bandits while disguising as a guard, or you can simply work completely for one.

- Raid towns, murder travellers and rob caravans, use fake information to gain the upper hand in a struggle between factions. OR, Defend Towns, Guard Caravans, Escort Travellers, Raid bandit Hideouts and Destroy a menacing faction.

-Great rewards after finishing the questline. Bandits will get the town of Harvelpint and Guards will be given a house, a powerful mount, a set of armor and a large sum of Septims.

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StunnaLiike FiiFii
 
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Joined: Tue Oct 31, 2006 2:30 am

Post » Sat Sep 27, 2014 9:48 pm

First make the object an alias(any other way and it would be permanently persistent), make sure "Allow Disabled" is checked. On the actual reference, check "Initially disabled".

For the quest stage that you want this to be enabled on.. use this code

Alias_myObject.GetReference().Enable()

When the stage is called, this object should pop in.

For the other.. maybe this

Function DoStuffEveryThreeDays()    RegisterForUpdateGameTime(72.0) ; in hoursEndFunction Event OnUpdateGameTime()    ;Your code hereEndEvent

When you're sure you don't need this event anymore, use UnregisterForUpdateGameTime()

Edit: typo

By the way, OnUpdateGameTime isn't run as expected under certain circumstances, like sleeping, fast travel, and in the menu. It's just the nature of the function.

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Stephanie Valentine
 
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Joined: Wed Jun 28, 2006 2:09 pm


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