Bandit Raiding Quest

Post » Mon Mar 28, 2011 4:42 am

Can someone make a script that will give all the bandits in the game an item? I have been working on a quest system that rewards the player for bringing the questgiver items mobs reliably drop. Vampires always drop vampire dust so its easy to make a quest for vampire raids. Necromancers usually wear a necromancer robe so again thats easy to make a quest for that too. Other hostiles like bandits and marauders don't have an item they commonly carry that can be used for such a quest.

Can someone make a script that makes all members of the bandit faction or marauder faction and other hostile factions have a percentage of a chance of carrying/dropping an item?

I say faction because I want to have the items for a specific type of NPC and I may make this type of quest for other hostiles in other mods like Martigen's Monster Mod and other overhauls. Not only do I want an example of how to make it work for factions but how to make it work for a specific class too like a ringleader.

I have tested the concept for making the quest by making a goblin raiding quest that has the player go into goblin holes and kill goblins for their shields provided by Martigens Monster Mod. The mod works find but I want to make this type quest for bandits because hauling bandit drops is annoying and encumbering.

I just want a few example I can take it from there.


Thanks in advance.
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Matt Bee
 
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Post » Mon Mar 28, 2011 9:36 am

Bandits are spawned from a leveled list of base bandits, so you could go look up the base forms and just add an item to the starting inventory for each base bandit (there are onlt 15, and I think you can get the formids from the wiki as well). Then you don't need a script.

Note that 4 of the 15 are Black Bow Bandits and already have a specific item, so that only leaves 11 to change. (These numbers are vanilla, and mods like MMM may add more)

I'm not sure how you would go about triggering a script from spawning a leveled creature anyway. That's when it would need to be done if you try a script method.
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Kelly John
 
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Post » Mon Mar 28, 2011 9:49 am

You could try an On Death script to add an item to the bandits inventory.

This would be easy for OOO and MMM as they already have scripts on the bandits, and you'd only have to add an On Death part to that script.

For faction you would just use If GetInFaction Bandit == 1 and then run the script, so it only happens for certain faction types, incase the script used is more widespread as I think the script on Bandits in OOO is the same used for Maruaders and Vampires if I remember correctly.

So something like...

Begin OnDeath     If GetInFaction Bandit == 1          AddItem MyToken 1     EndifEnd

Might need altering.

Could always create a new faction for bandits and one for marauders etc like...

Begin OnDeath     If GetInFaction Bandit == 1          AddItem MyBanditToken 1     Elseif GetInFaction Marauder == 1          AddItem MyMarauderToken 1     EndifEnd


I know what you mean about loot carrying being annoying. I personally just give bandits etc gold that is the equivalent to what their loot is worth when sold. So I get the gold without the tedious selling part.

I like the idea of this though, collecting an item for a reward :goodjob:

EDIT: Noticed you want distinction between ringleaders and their counterparts.

You could use GetLevel as the ringleaders are of higher level than the others so...

If GetInFaction Bandit == 1 && GetLevel >= 10 (Or whatever level seperates them)
Bandit Ringleader Reward

Elseif GetInFaction Bandit == 1 && GetLevel < 10
Bandit Reward

Something like that. Except as the levels for the bandits etc go up, it will screw with the script. So I'm not sure how you'd work that.

Unless of course you give Ringleaders their own extra faction, like BanditRingLeader faction and use that in the script.
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Anthony Santillan
 
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Post » Mon Mar 28, 2011 12:14 am



Begin OnDeath     If GetInFaction Bandit == 1          AddItem MyToken 1     EndifEnd



Begin OnDeath     If GetInFaction Bandit == 1          AddItem MyBanditToken 1     Elseif GetInFaction Marauder == 1          AddItem MyMarauderToken 1     EndifEnd





If GetInFaction Bandit == 1 && GetLevel >= 10 (Or whatever level seperates them)
Bandit Ringleader Reward

Elseif GetInFaction Bandit == 1 && GetLevel < 10
Bandit Reward



What type of script would this be would it be a script quest or an object quest? What if I replaced ondeath with begin GameMode so that they have it on game start?

There is a mod that adds torches to all the character in the game so thats where I got the idea for this.

I will try the level list thing maybe thats the best way to do this.

Thanks to you both.
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Cameron Garrod
 
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Post » Mon Mar 28, 2011 4:37 am

What type of script would this be would it be a script quest or an object quest? What if I replaced ondeath with begin GameMode so that they have it on game start?


It is an object quest that is added to the NPC's.

But if you go into the CS with OOO or MMM you will notice that NPC's like Bandits, Marauders etc already have a script attached. You would only need to add the OnDeath script to the end of their scripts, which would make it much easier than attaching one to all NPC's.

You can get it to work for NPC's straight away, but you would need to use a DoOnce command to stop it happening all the time.

Either a Begin GameMode or you could use a Begin OnLoad with a DoOnce, so the item is given to them when you meet them.

To add gold to all NPC's, I used OnLoad with a DoOnce to insure it only happens on the first load.
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ShOrty
 
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Post » Mon Mar 28, 2011 2:33 pm

Instead of all the scripting I'm going to make a token and place in their inventories. Thanks for the help.

I'm not sure how much money the player should get for this type of quest.

I made a goblin quest that pays 2000g for 20 goblin shields which is 100g per shield.

But goblin shields are easy to find so that quest is not that hard even if killing 20 goblins is its still easy to find the shields.

I was thinking to make the quest for the bandits like this 5 bandits mean 1000g or 200g per bandit. The reason for that is because with all the overhaul mods and other factors it might be hard to find 10 or 20 bandits with the bandit token. I want to make this quest balanced but I'm not sure how to do that any suggestions?
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Stephani Silva
 
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