New command mod

Post » Wed Feb 23, 2011 12:49 am

Hi all, im going to make a new command mod, but im looking for suggestions on unit types, improvements, etc. I will do my best to do the ones i think appropriate, to the best of my abilities. Also i have been told that should npcs have no low level proccesing checked, and not a qeust object or persistant reference, then no bloating will occur from the placeatme command which solves a major problem. Im also open to sugestions for modders resources to include. The only thing im not open to is a large qeust line, i mean a few stages is fine but not 4+ due to the fact that i despise qeusts. Also any improvements on the functionality of this script will be good. ( just an example of my script i use )

Scn aaaMenuScript short MenuLevel short button Begin ScripteffectStart showmessage aaamenu1set menulevel to 1 end Begin ScripteffectUpdate if menulevel == 1 set button to getbuttonpressed if button == 0 player.placeatme aaaBWHSAll 4 120 1player.additem aaacontroller 1 set menulevel to 0 elseif button == 1 player.placeatme aaaBWdevestatorAll 3 90 1 player.additem aaacontroller 1 set menulevel to 0 elseif button == 2 player.additem aaacontroller 1 set menulevel to 0 elseif button == 3player.placeatme aaaBWMSAll 4 90 1 player.additem aaacontroller 1 elseif button == 4player.placeatme aaaProtectron 2 90 1 player.additem aaacontroller 1 elseif button == 5player.placeatme aaaMG 1 90 1 player.additem aaacontroller 1 elseif button == 6player.placeatme aaaSB 1 90 1 player.additem aaacontroller 1 elseif button == 7player.placeatme aaaROOKIEALL 6 150 1 player.additem aaacontroller 1 elseif button == 8player.placeatme aaaBWESALL 2 150 1 player.additem aaacontroller 1 endif endif end


EDIT: Atm i am working and asking the community to get a multilevel script ready for use in this mod.
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Return to Fallout 3