few quick questions

Post » Tue Nov 09, 2010 7:01 am

So i just got oblivion for pc the other week after owning it on xbox since it came out but my xbox broke =[

aanywho I know my way around the CS basically from fallout's geck but one thing that doesn't appear in fallout is buying a house and then restoring it (like the player homes in the game).

I'd really like to incorporate this feature into my mod as the player has to go out and find these blueprints for a room and when he brings them back to the quest npc the room will update as the npc uses the blueprints. Hope that makes sense =]

Also, I don't really understand the vampirism script and how it counts down the days before you change. If someone could explain this to me that'd be great aswell but not as urgent as above question ^

Okay thanks for taking the time to read =]
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cutiecute
 
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Post » Tue Nov 09, 2010 7:29 am

'd really like to incorporate this feature into my mod as the player has to go out and find these blueprints for a room and when he brings them back to the quest npc the room will update as the npc uses the blueprints. Hope that makes sense =]

It is quite easy to understand if you look at the house scripts that control this for the vanilla quests.

From memory, it is done something like:

1. All the furniture is added in the CS, but set to initially disabled
2. The blueprints are set to initially disabled and enabled when you buy a house (I think).
3. All the blueprints have scripts on them with OnAdd blocks (that run when added to the player because you biught it), and the script updates a quest variable and sets its own value to 0 (so you cannot sell it afterwards).
4. The script for each house checks whether the player has a new blueprint in his inventory, if so enables the accosiated furniture, and updates the quest stage.
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Tanika O'Connell
 
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Post » Tue Nov 09, 2010 6:53 am

It is quite easy to understand if you look at the house scripts that control this for the vanilla quests.

From memory, it is done something like:

1. All the furniture is added in the CS, but set to initially disabled
2. The blueprints are set to initially disabled and enabled when you buy a house (I think).
3. All the blueprints have scripts on them with OnAdd blocks (that run when added to the player because you biught it), and the script updates a quest variable and sets its own value to 0 (so you cannot sell it afterwards).
4. The script for each house checks whether the player has a new blueprint in his inventory, if so enables the accosiated furniture, and updates the quest stage.


Brilliant, thanks this is exactly what i was looking for =) Do you think I might be able to change the script so that the quest only updates if the blueprint is in the npc's inventory?

Also I can probably work this one out for myself eventually but would there be some way to make the game wait a week before implementing the change?

Sorry, my questions are so disjointed because i have only a rudimentary undersanding of scripting and can't really understand any of the tutorials past a fairly basic level, =/

thanks again for the help!
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Jessica Colville
 
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