Purchasing Units - How? Suggestions?

Post » Mon Nov 16, 2015 2:58 am

I have an idea for a Mod whereby the Player is able to buy Units/Workers. The idea is, there'd be 10 kinds of Unit, plus 4 one-off upgrades for each Unit Type (and probably additional 'passive upgrades'). The problem is, I cannot really think of how to implement this in a decent way in-game. Scripting most of it should be fine, but I want a way for the Player to be able to see how many they've bought, AND update the prices of each unit after one is purchased.

My first thought was a one-off merchant, and use something like the items in HF, where they're added whilst the Player is in the appropriate Cell, so they'll come up in the Merchant Menu; but I don't think you can alter the Price of an Item in the menu, can you? I.e., for the new price to take effect the Player would have to exist and enter; and they could bulk-buy, therefore circumventing the amount.

Then I thought of using an MCM menu that would only be available in that Cell; with that, I think I could script everything to work the way I want it to, but it feels like that would be less immersive and overall unsuitable...

Does anyone have any ideas of how I might implement this?

Right now, I do not think it's worth 'starting' on the Mod until I've got this down :/

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CxvIII
 
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Post » Sun Nov 15, 2015 10:24 pm

I don't get it. What would the player use these units/workers for?

Building houses? Or mining ore, chopping wood and crafting planks, nails, hinges etc while the Dovahkiin is off adventuring?

I never really got much into HF crafting and building, but I am intrigued so I thought I'd track this.

I use Pocket Empire Builder for building stockades etc and UFO for multiple followers. I can have 15 followers but only 5 travelling with me. Whenever I go back to my main base, I find that most of them are weighed down with wood and iron ore they have gathered while I was away. It's a useful source of extra gold and I can transmute the iron ore into silver ore and gold ore with modded Transmute Iron and Transmute Silver spells I made.

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Ricky Meehan
 
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Post » Mon Nov 16, 2015 10:42 am

If I correctly understood, you want a "registry" of your business, am I right?

In this case my suggestion is to use a quest with global variables and an aliased journal with stored text. Example:

Mining units:

Chopping woods units:

etc.

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Stephanie Kemp
 
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Post » Mon Nov 16, 2015 10:00 am

@Manny,

Thanks for the reply :)

Sorry I wasn't very clear :/ I can get the registery, it's just the actual "how will the Player buy them" part that's the problem :/ Normal Barter won't work (as far as I know) because I want to dynamically update the price after each purchase; MCM seems non-immersive; and having some kind of 'physical item' the player clicks doesn't really seem any better :/

@SB

They're gonna be purely virtual :) They'll be associated with a background Quest, with the conceit being that it's something the Player owns in another province :)

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Sabrina Schwarz
 
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