Smiting abled on conditions

Post » Mon Jun 20, 2016 2:47 am

Hi everyone.



I am starting a mod for Skyrim. I used to mod Oblivion but never REALLY got the time to mod Skyrim.



The story revolves around the Discovery of a Burial. In this Burial there will be a UNIQUE Sword. And I would like this Sword to be... well UNIQUE meaning not necessary craftable. However Skyrim being Skyrim and Players being Players, I don't want them to lose this Sword either by dropping it on the ground and not being able to recover the darn Sword or by forgetting it somewhere in Skyrim and not remembering where the Sword is...



So eventually I would like the Player to be able to craft a Replica of that Sword but only upon the reading of the recipe of that particular Sword. So in fact the crafting of the Replica should depend on two conditions:


One having the right smiting perk/skill


Two having read a book with the recipe.




My question is simple. Should I script these conditions or is there a way in the CK to actually make the smiting of this Sword Replica available after the player has fulfilled those two conditions.



Thanks for your guidance.




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Katie Samuel
 
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Post » Mon Jun 20, 2016 12:00 am

As far as the letter I recommend using an on activate script instead of on read.



When the player reads the letter set a global or quest vm variable. Then use that variable in the conditions of the construct-able object template.



Do you have the dawnguard DLC? Take a look at the construct-able object templatee for the enhanced crossbow.

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Beth Belcher
 
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Post » Sun Jun 19, 2016 2:36 pm

Adding conditions that check for skills/perks to the constructible object is easy in the CK. Don't need scripting for that. Just a plain old condition will suffice. Condition functions like HasPerk and GetActorValue will work. Here is a link that may help. http://www.creationkit.com/index.php?title=Condition_Functions


The game tracks which books have been read so there should be a way to check that with a condition without scripting but I don't know how to do that so I can't help you there.
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Penny Courture
 
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Post » Sun Jun 19, 2016 1:57 pm


Do you see a get book read variable in the condition functions? If it is there I have never seen it.



When the recipe is read you will need to set a global or VM quest variable like they do with the Enhanced Crossbow when the player has acquired all of the Schematics.



Or if the quest sets a stage when the recipe is read you could use that as a condition function.



If you can't craft the item unless you read the recipe don't you think the player will have to be told to do that? What if they drop it or never read it?



In order to determine if that has been done you will need a script on the recipe or recipe alias( to set a stage or complete an objective to read the recipe.)



I recommend OnActivate instead of OnRead.

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Destinyscharm
 
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Post » Sun Jun 19, 2016 6:44 pm

My post was mostly aimed at the skill/perk conditions which is something he asked for and you did not answer in your response.



No, I don't see a get book variable in the conditions functions list but it is a very long list and many of the conditions allow you to check a crapton of stuff that is listed in the detailed pages (eg getactorvariable or get miscstat) that those conditions link to, so I don't know for sure there isn't something there somewhere. I certainly have not read all of it. And there may be functions that are not listed in the wiki.



There is also more than one way to skin a cat. For instance, if the recipe is found in a certain locked nonrespawning chest or only after a certain stage in a quest is complete, you could alternatively use those conditions, instead of actually conditioning the reading of the recipe.



Or you could just script it as you are suggesting. That may be easier here. :goodjob:




The fact that you read a recipe and now can craft an item seems self explanatory enough. I don't think players need to have their hand held to the extent you are suggesting but that is personal opinion. Surely, a statement in the mod's readme would be sufficient for this purpose to clarify for players who read the recipe without paying attention to it.

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Kristian Perez
 
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Post » Sun Jun 19, 2016 11:55 am

Thank you guys that gives me food for thought. The perk is definitely a condition available in the CK. And I would agree with the OnActivate (same problem for the OnRead as in Oblivion)



Ok I have something to start with thank you very much both of you.

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Nikki Hype
 
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