Rather complex scripting...

Post » Fri May 04, 2012 12:57 am

I have an idea for a mod. In terms of adding objects or NPCs, its deceivingly simple; all it does is add a character. However, the impact this character has on the rest of the world (specifically, almost every NPC in the game) is quite large.

I don't want to give away too many details unless I absolutely have to, because I don't want anyone taking my idea. Basically, this mod I want to create adds a character who, when talked to, drastically changes the dialog of almost all NPCs, except some of the ones who are essential to quests or provide important information that no other NPC offers. The change in dialog is triggered by selecting a discussion topic with this NPC.

I can tell already that the script for this would be quite difficult, and could possibly screw up the game if done wrong. Could anyone give some advice as to where to start on this mod? Not making the NPC, but creating the script. I have little, if any, programming experience, but I can grasp some of the concepts involved in programming.
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Céline Rémy
 
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Post » Thu May 03, 2012 7:43 pm

You don't need a very complicated script. All you would really need to do is set a global variable once the player has triggered the topic, then use that variable to have the other NPCs say their new spiel whenever the player talks to them. To do that, just add in your new dialog to whatever topics you're changing and assign the filters/conditions appropriately. I have a dialog tutorial in the tutorial sticky thread that I recommend if you're not familiar with how dialog works.
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Josephine Gowing
 
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Post » Thu May 03, 2012 5:23 pm

Thanks!
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Anna Kyselova
 
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Post » Thu May 03, 2012 7:18 pm

It's sad when people have to hide the basic idea of a mod they are creating out of fear of other people stealing the idea.
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Penny Courture
 
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