Autosort Library

Post » Mon May 02, 2011 1:49 am

i'm looking to make a library for a house mod and i'm wondering about some of the books i should avoid from the sort.

i had heard of issues with the falling guy book relating to the script attached that it will play the sound again since the sort actually removes it from you/the game and re adds it. are there any other books i should avoid?

i have picked through a few other house mods that have library and have always been looking for more examples i have looking at the scripts for

Mori Mountain Estate

buyable gorak (they use the same script)

Orrutus Cavern

cyrano library

i think i'm missing one that i have look through but other examples would be great
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Sun May 01, 2011 6:21 pm

ok so to elaborate a bit more i have already created all the book copies and kinda started on placing them all in a library. my plan is to cover all MW and TR books in the library.

if some one would like to throw me a bone on the script that would be great i'm looking for a base not a complete since i'll need to duplicate it for all the books covered.

i could just remake the mori manor script but i haven't ventured in to the dialog aspect of modding yet so i kinda would like it to function off and activator since it would make it less likely to have conflicts with other mods.
i have made a pair of alchemy labs and haven't had and errors that i didn't catch and correct before others noticed.

the full over all plan is to make a "lazy mans MW house" where you can drop loot and pick through what you want to keep and what you want to sell. i was thinking of having a later addition that would place the unique items on display when put in a container and other novel features but the library being a bit of a daunting task i would rather have it completed before i moved on to the other features
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Sun May 01, 2011 5:07 pm

I have a modified version of Marc Mori's book sorter in Uvirith's Legacy, but it also relies on dialogue. I did find a fix for the screaming book though. I made a new version that gets placed in the sorter chest instead. It means the original book is gone, but the special scripting only makes the stupid thing scream, so it doesn't really make a difference at that point.

All the other scripted books mostly set journal entries and stuff, and since that journal entry would already be updated because you already have the book, it's no issue.

Because the sorter scripts are a series of chained globals, you can easily start the first global script from an activator. All the dialogue entry does is use StartScript "SorterLibraryGlobal1" (or whatever) in the returns box. All you have to do is use the StartScript command in the OnActivate condition for a local activator script.
User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Sun May 01, 2011 1:14 pm

ok that was what i was kinda thinking for the scripted books.

the other part of what i was getting at about the dialog was it put a book count option did you keep that in there in your sort? being that if i have it run through an activator it would be kinda pointless! i was also thinking of having it chain through notes and parchment it's just picking through and making sure the quest stuff doesn't get taken!
User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Sun May 01, 2011 10:52 pm

I didn't keep the book count in my sort. I didn't find it necessary. I didn't bother omitting quest stuff, but that's a good idea.
User avatar
LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Sun May 01, 2011 8:30 pm

To set the script up you'll need to make an activator for each book that will be sortable. These are placed on the shelves where they will appear when the book is shelved. Also create a storage container and put a non-carriable light such as the bc mushroom glow light so that the container can never be emptied. This container needs to have enough capacity to stor all the books.

Your script for each activator will follow this pattern:

begin XX_bookscript_1if ( myBox.getItemCount "this book" > 0 )    enableelse    disableendIfif ( onActivate == 1 )   myBox.removeItem "this book" 1   player.addItem "this book" 1endIfend


Everything else in the script is icing such as counting how many books have been collected. The only book that would cause a problem would be the falling script book.
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Sun May 01, 2011 10:15 pm

Stuporstar i'll peak through yours. i'm suprised i don't have it in my collection already though i seem to find great mods everyday!

Nicholithan how's carrie coming along i haven't heard much about it in a while? that was your way of making the books appear and disappear correct? so could i use a alchemy type sort script to place them in the container?
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Sun May 01, 2011 7:17 pm

Carrie is nearly finished I just need a few more lines of dialog and a way around the writers block they're hiding behind.

Yes an alchemy sorter script would work just fine for placing the books into the container and the container can be hidden out of bound within the cell.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Mon May 02, 2011 3:45 am

well you can PM me at fliggerty when carrie is done and i'll test it, if you need!

it's looking like it's going to been a bit of a task making 500+ scripts since i'm going to cover the TR books also! is there a better books for TR yet because some of the book textures kinda svck compared to Better books!
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm


Return to III - Morrowind