iam currently working on my first mod, a nirnroot quest made from scratch, and could use some help with the script for my nirnroot.
to show that i dont want to waste your time:
http://img600.imageshack.us/img600/7645/mgescreenshot005.jpg
http://img213.imageshack.us/img213/8817/mgescreenshot004.jpg
the models are almost done (need some finetuning for the textures) and even the questline is already done.
only the nirnroot script is causing me headache as i dont know anything about scripting.
i want the script to do:
- play a soundloop, deactivate it when plant got removed
- delete the container (the plant) on activation and add ingredient to inventory
- add the quest to the journal
this is what i have:
Spoiler
Begin plant_nirnroot
if ( CellChanged == 0 )
if ( GetSoundPlaying "NirnrootSound" == 0 )
PlayLoopSound3DVP "NirnrootSound", 1.0, 1.0
endif
endif
if ( menumode == 1 )
return
endif
if ( OnActivate == 1 )
PlaySound "Item Ingredient Up"
Disable
Player->additem "NR_item", 1
endif
endif
if ( getjournalindex NR_Quest > 5 )
return
endif
if ( OnActivate == 1 )
journal NR_Quest 5
addtopic "strange plant"
activate
endif
End
if ( CellChanged == 0 )
if ( GetSoundPlaying "NirnrootSound" == 0 )
PlayLoopSound3DVP "NirnrootSound", 1.0, 1.0
endif
endif
if ( menumode == 1 )
return
endif
if ( OnActivate == 1 )
PlaySound "Item Ingredient Up"
Disable
Player->additem "NR_item", 1
endif
endif
if ( getjournalindex NR_Quest > 5 )
return
endif
if ( OnActivate == 1 )
journal NR_Quest 5
addtopic "strange plant"
activate
endif
End
this is not working:
- the soundloop is not stopping (iam thinking of moving the container somewhere, rather than deaktivating it)
- the quest is not added (when i remove "if ( getjournalindex NR_Quest > 5 )" i get the quest entry every time)
i dont know very much about scripting, i can understand what i read but i cant write something myself, so i stole the parts i needed from Syc_Herbalism and some MW scripts.
thanks!



. The script runs from the beginning to the end at each and every frame that its owner object is present in the same cell as you, and it handles all the behavior the object might manifest. Hence, your collection of small scripts doesn't do anything really useful - they can't be all attached to the same NPC.



