Custom Achievements? How could it be done?

Post » Thu Aug 25, 2016 1:49 pm

I am assuming it is not possible to mod in steam achievements. So I was hoping for suggestions on how else to do this?



I want to add "achievements" of some kind to my mod for players doing/using some of the more difficult features in certain ways.



My first thought was to give trophies or "wall scrolls" they could display in their homes.



Or maybe something that is displayed when they go to thier level up menu? I do not know how that could be done however except for a pop up message.




Edit: OH!!!!! BOBBLE HEADS!!!! not very immersive however. :lmao:

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NIloufar Emporio
 
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Post » Thu Aug 25, 2016 11:08 am

Do you just want it to flash up, or something that will remain viewable from a menu?



One thing I have been doing in my mod is to set a String to the 'Dragon Soul Acquired' message, change that to some short text I want displayed, then Mod the Dragonsouls AV Up and Down by 1 (nullifying the change)--it displays, plays a bit of music, and looks suitably significant.



Alternatively, you could look into HUD Widgets... Don't ask me about that, though, because I barely understand how I got my own working :P But, I suppose you could make Widget with text in it, and have it appear on Screen when the Player achieves something...

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Angelina Mayo
 
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Post » Thu Aug 25, 2016 4:47 am



OMG!!!! you are a genius! Thank you so very much that is a great idea! :goodjob:



I do something similar with the critical hit message by changing the strings games setting for it on the fly.


So that say you get a critical on a Dwarven Automaton you get a message about rupturing pipes, but if you get a critical on a human you get a message instead about organ damage and such.

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Mr. Ray
 
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Post » Thu Aug 25, 2016 2:48 am

Do you use a delay like so:



playerref.ModActorValue("Dragonsouls", 1.0)
utility.wait(2.0)
playerref.modactorvalue("Dragonsouls", -1.0)
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Kayla Keizer
 
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Post » Thu Aug 25, 2016 10:29 am

I personally do not. Why, is something going wrong? :S



My typical code :


DragonSoulString = Game.GetGameSettingString("sDragonSoulAcquired")
Game.SetGameSettingString("sDragonSoulAcquired", "My Text")
PlayerRef.ModAV("DragonSouls", 1)
PlayerRef.ModAV("DragonSouls", -1)
Game.SetGameSettingString("sDragonSoulAcquired", DragonSoulString)


For me, it runs perfectly like that, so far as I have ever seen.


(I just did a test, and it works for me--but apparently modding more than 1 Dragon Soul at a time doesn't work anymore? )

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Jennie Skeletons
 
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Post » Thu Aug 25, 2016 6:47 am



No problem as I have not tried it yet, just planning ahead. I went thru scripting trial and error hell last 2 weeks making a new combat feature for my mod that allows players to grip switch weapons. A few other modders have tried (and in fact I did this years ago but...) BUT in the end the feature would always have very annoying issues such as weapons turning invisible.



I almost gave up myself a few times last week as I did years ago. My main strategy to succeed this time was to prevent grip changes in most of the situations that cause the issues. Such as trying to maintain the grip change after sheathing the weapon. I just auto change it back if you sheath the weapon now. Probably why Bethesda dispels the bound weapons when you sheath them (to avoid issues)?



But that did not "side step" all the issues. What solved the remaining issue was very tiny delays between some functions to give the game "time to catch up" to the script.



That is the only reason I asked.

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Amy Melissa
 
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Post » Thu Aug 25, 2016 2:20 am

Ah, I may want to steal your work, then :P I was thinking ages ago of letting Vampires single-hand two-handed weapons (Like Barbarians in Diablo 2), but had no idea how to do it... :S

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Phillip Brunyee
 
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Post » Thu Aug 25, 2016 5:13 am



Don't get the wrong idea, my work is far from perfect. I just found good ways to fake it enough that the illusion of freely switch gripping is created. Under the hood there is a lot of "oh no you don'ts" where if the player tries them it will auto switch back on him. Like trying to use the left hand for example.



Sorry man but there are a lot of situations that you cannot allow the switch grip or you will get very bad issues. Even JUST switching back and forth in succession too quickly will cause combat actor data damage (temporary damage but serious enough to require a quit and reload to correct it).



And even when you succeed at it without "obvious " issues (that the player will see(... any weapon BASE you switch grip means ALL actors will use ALL weapon from that base the same way. It mostly works with the player because the player almost always has a unique weapon with one they have smithed or an enchanted one or even one of the one of a kind weapons in the game or form mods.



Why not just MAKE custom greatsword that looks like the normal greatsword but is made int he CK to be 1 handed, and then SWITCH (unequip the real one then equip the trick one) them via a scripted ability whenever the vampire equips a greatsword? That would be the way I would do it.



That was the way I was going to do it with the player as well but then I realized the player almost always has unique weapons.

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Haley Merkley
 
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Post » Thu Aug 25, 2016 7:25 am

Hey everything works except I do not get any music/sound effect. I can easily play my own but is there supposed to be music automatically?

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Gisela Amaya
 
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Post » Thu Aug 25, 2016 12:11 pm

Hmm, that is weird... It definitely plays for me... Is anything else playing? I know that if you try to do it twice, the second one will be silent (if called when the first is running), maybe something like that is happening?



Try something: use the console to Mod your DragonSouls; if it plays music there, it's a glitch, since it should be just the same.

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Roberto Gaeta
 
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Post » Thu Aug 25, 2016 3:12 am

http://www.nexusmods.com/skyrim/mods/30212/? is pretty cool and uses quest completion as pseudo-achievements.

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cosmo valerga
 
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Post » Thu Aug 25, 2016 1:33 am


playerref.additem(Trophy)

utility.wait(2.0)

aadpTrophylist.AddForm(Trophy)
playerref.AddInventoryEventFilter(aadpTrophyList)
playerref.ShowGiftMenu(True, aadpTrophyList, False, False)
playerref.RemoveAllInventoryEventFilters()
aadpTrophylist.Revert()

.


.



The above works but is clunky, you have to move your mouse to the item for the image of the item to show. Any other way?


I want the trophy awarded to show on the screen like the bobble heads in fallout?



No script can be run until the player tabs out of the gift menu, so scripting button press is not going to work. I was hoping there was a function that would show an item on your screen.

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Kevin Jay
 
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