A question bout changing the cost of carriage rides

Post » Sat Sep 20, 2014 5:14 am

I found the 2 entries under globals and the values are 20 and 50..so whats the best way to change this to make it more realistic and is there anyway to make it charge by distance......if i remember right i read that 20 gps trips are to holds with stables and 50gp trips are to holds with out stables is that right?

User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Fri Sep 19, 2014 11:15 pm

another thing i thought i read was someone made changes to the global setting and the drivers dialogue still said the default prices though when charged it was the changed amount..so how do you fix that?

User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Sat Sep 20, 2014 4:38 am

Have you looked into http://www.nexusmods.com/skyrim/mods/15508/?? It may save you the modding effort entirely if you're just looking for the configurable distance-based price functionality, otherwise it'll be a good place to start by looking at the source and checking how it was done.
User avatar
Marina Leigh
 
Posts: 3339
Joined: Wed Jun 21, 2006 7:59 pm

Post » Sat Sep 20, 2014 10:07 am

yeah i looked and played it but i cant make heads or tales of it...i changed the globals to 100 and 200 but the driver dialogue still says the vanilla price so im assuming i got to alter the dialogue does that sound right?

User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Sat Sep 20, 2014 11:28 am

Yes, you have to find the quest in Skyrim.esm that's responsible for handling carriages, then editing the dialogue lines in the Quest form (I think it's in the Player Dialogue section?). If you plan on having adjustable prices instead of hardcoded, you'll need to find a way to change the dialogue dynamically at runtime, which I'm afraid I have no idea how to do.

User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Fri Sep 19, 2014 9:42 pm

Maybe, after a call to http://www.creationkit.com/UpdateCurrentInstanceGlobal_-_Quest, the prices are updated, without the need to modify the quest.

User avatar
Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Sat Sep 20, 2014 1:26 pm

i cant find the quest that handles the carriages..i was looking in the object panel under the character tab.

User avatar
Nice one
 
Posts: 3473
Joined: Thu Jun 21, 2007 5:30 am

Post » Sat Sep 20, 2014 10:05 am

how i use this? ingame with the console?

User avatar
Harry Hearing
 
Posts: 3366
Joined: Sun Jul 22, 2007 6:19 am

Post » Sat Sep 20, 2014 2:37 am

With the new scripting language, Papyrus. You'll want to look for the Papyrus Introduction (search) at the Creation Kit Wiki.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Sat Sep 20, 2014 8:38 am

You have to create a new quest that acts as an 'updater' for the Carriage Drive quest. I'll give you later a walkthrough when I'm back at home from work.

But meanwhile you can read some tutorials on quest related stuff on the CK wiki page, I recomend http://www.creationkit.com/Bethesda_Tutorial_Planning_the_Quest and http://www.creationkit.com/Bethesda_Tutorial_Quest_Objectives.

User avatar
Charles Mckinna
 
Posts: 3511
Joined: Mon Nov 12, 2007 6:51 am

Post » Fri Sep 19, 2014 10:38 pm

great a walkthrough will come in handy..thanks for your kindness.

User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Fri Sep 19, 2014 11:35 pm

So, I'm back :D and here we go:

  1. Create a new quest an give it the ID qwert_CarriageSystemUpdater, and make sure 'Start Game Enabled' is checked. (https://www.dropbox.com/s/0b2v29tj32m3952/car01.PNG?dl=0)
  2. Close the window (click on OK) and re-open it again. You will notice that there are now several more tabs.
  3. Goto the 'Stages' tab, ricgt-click in the Index-list and choose new. Give the new Stage a number what ever you want (I've choosen 0, the default). Now right-click in 'Log Entry' list and choose 'New' (https://www.dropbox.com/s/sjp5z6vh7u5ba21/car02.png?dl=0)
  4. Next step is to 'prepare' the quest's script. In the 'Papyrus Fragment' box type a single ; (semicolon)
  5. Close the window and re-open it again.
  6. Now we have to add some script properties, so we can deal with our goal.
  7. Select the Stage with index 0 (or whatever number you have given). Click on 'Properties' in the 'Papyrus Fragment' box.
  8. In the new opened window click 'Add Property'. Now you have to fill in the correct Types and Names.
    • for the quest we want to update it should look like https://www.dropbox.com/s/jvzjnj7cwx8hyil/car03.PNG?dl=0
    • for the carraige costs we want to alter it should look like https://www.dropbox.com/s/xeh6jn40ydmrcgi/car04.PNG?dl=0 and https://www.dropbox.com/s/7xg8cs5v0bjq1op/car05.PNG?dl=0
  9. since we used the EditorID's for our properties, they should be auto-filled upon OK. The Properties window should now have https://www.dropbox.com/s/nbonqaq62dcnz4c/car06.PNG?dl=0.
  10. Close it. Now we have to script a little bit. Add these lines into the 'Papyrus Fragment' box, they should replace the single semicolon
  11. DialogueCarriageSystem.UpdateCurrentInstanceGlobal(CarriageCost)DialogueCarriageSystem.UpdateCurrentInstanceGlobal(CarriageCostSmall)Stop()
  12. Save your work.
  13. Start Skyrim, talk to any carriage driver, and https://www.dropbox.com/s/boenz76ae2prevq/ScreenShot2.png?dl=0 (in german, sorry)

That's all :D

cheers

-docblacky

User avatar
Alisia Lisha
 
Posts: 3480
Joined: Tue Dec 05, 2006 8:52 pm


Return to V - Skyrim