[REQ] A Shezrie's Towns Request Thread

Post » Tue Nov 23, 2010 7:28 am

try
begin OnAdd player 	if player.GetItemCount [scroll] == 1		[ObjectRefID.]GetDisabled == 1		[refVar.]Enable	endifend

...you could use could probably use
begin Gamemode
instead, if you preferred. IS and WilleSea are generally the guys i go to with scripting ?'s though :P
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Madison Poo
 
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Post » Tue Nov 23, 2010 12:08 pm

I need simple script please, if anyone has the know how. When the player picks up a certain scroll I want a particular item to be 'enabled' from it's 'initially disabled' state. For some reason I can't find a similiar script.



Scriptname OnAddScriptShort DoOnceBegin OnAdd Player   If DoOnce == 0       YourRef.Enable      Set DoOnce to 1   EndifEnd

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Tai Scott
 
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Post » Tue Nov 23, 2010 8:42 am

try
begin OnAdd player 	if player.GetItemCount [scroll] == 1		[ObjectRefID.]GetDisabled == 1		[refVar.]Enable	endifend

...you could use
begin GameMode
instead of OnAdd too, if you prefered


If you use the OnAdd block you can attach the script to the scroll, it means the script will only run when the item is added to the player's inventory. Also if you wrap it in a DoOnce block you know it will only be enabled once and since it's disabled in the first place there is no need to check if it's disabled :)
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Franko AlVarado
 
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Post » Tue Nov 23, 2010 9:11 am

-snip-

ah...well, there u have it Meek :P
like i said, IS is my scripting guru, lol. my scripts generally work, but IS makes them perfect, simple, and clean (thnx IS!)
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Liv Staff
 
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Post » Tue Nov 23, 2010 12:27 am

ah...well, there u have it Meek :P
like i said, IS is my scripting guru, lol. my scripts generally work, but IS makes them perfect, simple, and clean (thnx IS!)


You're Welcome :D
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NO suckers In Here
 
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Post » Tue Nov 23, 2010 11:21 am

You're Welcome :D


Thank you, both of you! And thanks, InsanitySorrow for the last script too. :)
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Helen Quill
 
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Post » Tue Nov 23, 2010 11:57 am

Still hoping someone with animation skills has a free moment.
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Lyndsey Bird
 
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Post » Tue Nov 23, 2010 2:20 pm

I hope the same, too...can't wait to DL the finished product and explore the brand new epic version of PG!
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Emily Graham
 
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Post » Tue Nov 23, 2010 5:27 am

This quest is almost done, just waiting on a few items and really needing those animations. But if I cannot find someone to help I will need to remove the custom items, which would be a shame as they are an excellent addition to thieving.
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jenny goodwin
 
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Post » Tue Nov 23, 2010 1:58 pm

Still hoping someone with animation skills has a free moment.
Sorry, but... for what?
I can't see what your current request is for anywhere. Not that I'm that good at animation anyway, but if I cannot see what you're requesting, maybe no one else can either. Or maybe I'm being blind.

Vac
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sophie
 
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Post » Tue Nov 23, 2010 10:12 am

Sorry, but... for what?
I can't see what your current request is for anywhere. Not that I'm that good at animation anyway, but if I cannot see what you're requesting, maybe no one else can either. Or maybe I'm being blind.

Vac


It is for a secret item, unfortunately. So I cannot state what it is here unless it will blow the whole thing. :( But it is a door animation. Sorry for being so vague.
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Hilm Music
 
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Post » Tue Nov 23, 2010 6:10 am

Bump to keep this at the top
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mollypop
 
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Post » Tue Nov 23, 2010 5:28 am

I haven't actually got my next request, but you can be sure there will be one. :whistling: I just thought I would pop in from the Castle Homes Challenge on ORE and share http://i110.photobucket.com/albums/n99/Shezrie/Guards.jpg

Graphitti by Washington.

Edit: Here's my next request.....

Lets say you made your way through deadly traps and mazes and puzzles. At the very end you managed to get the 'legendary item', what special abilities would make this item worth risking your life for?

eg, water breathing?
Stat boost?
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Anna Beattie
 
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Post » Tue Nov 23, 2010 3:24 am

depends how legendary:
=lost treasure - shield/resist effects
=keening/sunder artifacts from ES3 - stat boost
=lost ark (if 1 ever existed) - reflect/absorb damage

that's my 2cents :)
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Isabella X
 
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Post » Tue Nov 23, 2010 3:38 am

I'd say Reflect/absorb (spells or damage); or stats boost... but definitely definitely not waterbreathing... unless it makes sense for the item (like its the amulet of a Breton mage who lived in the Summerset isles or Argonia) Pacific Morrowind
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Kahli St Dennis
 
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Post » Tue Nov 23, 2010 1:29 am

Some good suggestions thanks! :)

I haven't checked this thread recently becasue of the ORE Castle Homes Challenge, but that is just about over so time to get back to this.

Right now I am working on a few interesting choices the player will have that will affect the lives of certain people around. I am trying to incorporate a dialog system that allows the player to role play either a good or a bad character. For instance the particular choice I am working on gives the player the opportunity to decide whether their character is compassionate and merciful or not. That choice will affect someone's life and change the course of it. Anyway....


I really need a bloody female shoe. :)
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!beef
 
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Post » Tue Nov 23, 2010 12:37 am

I really need a bloody female shoe. :)


Which shoe do you want bloodied? And do you want it wearable or just a misc item? Fresh blood or dry blood?
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Jessica Nash
 
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Post » Tue Nov 23, 2010 12:59 pm

Or does she meam she just wants a bloody shoe! GIVE HER A BLOODY SHOE, FOR CRYING OUT LOUD!!!
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Chris Guerin
 
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Post » Tue Nov 23, 2010 9:02 am

Which shoe do you want bloodied? And do you want it wearable or just a misc item? Fresh blood or dry blood?


Either of the middleshoes02 for a lady would be perfect, thank you! :)

It is best if it is dry blood as it's owner has been dead a while. No need to be wearable, but it does need to be pickupable and carryable so it may need a custom icon.

Or does she meam she just wants a bloody shoe! GIVE HER A BLOODY SHOE, FOR CRYING OUT LOUD!!!


:lmao:
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Jessica Colville
 
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Post » Tue Nov 23, 2010 12:38 am

One bloody shoe coming right up! :liplick:
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Rachel Briere
 
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Post » Tue Nov 23, 2010 8:06 am

Got the shoe, thank you! I wll check it out tonight. :)

Now that the Castle Homes Challenge is over I will be able to return to the depths of Pell's Gate and secure the fate of the owner of the 'bloody shoe'.
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xxLindsAffec
 
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Post » Tue Nov 23, 2010 9:57 am



Right now I am working on a few interesting choices the player will have that will affect the lives of certain people around. I am trying to incorporate a dialog system that allows the player to role play either a good or a bad character. For instance the particular choice I am working on gives the player the opportunity to decide whether their character is compassionate and merciful or not. That choice will affect someone's life and change the course of it. Anyway....


Thanks for mentioning this. I've been looking forward to incorporating your villages into my version of Cyrodiil for some time. The only thing that bothered me (but likely wouldn't have stopped an install) is that as one who always plays a more-or-less honest law-abiding character I had sort of figured I'd have little to do in Pell's Gate. Good to see that isn't necessarily so.

-Decrepit-
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Facebook me
 
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Post » Tue Nov 23, 2010 9:59 am

The only thing that bothered me (but likely wouldn't have stopped an install) is that as one who always plays a more-or-less honest law-abiding character I had sort of figured I'd have little to do in Pell's Gate. Good to see that isn't necessarily so.

-Decrepit-


Definitely not the case. :) One of the three quests that will be available on release, is geared towards the good character, although it has the odd option of being 'less then merciful'. One of the other quests is neither way and the third is geared towards the bad character.

I removed one quest that was 50% done in order to shorten the time to release. That quest is again not aimed at a specific type of character, but will contain the opportunity to be good or bad. That quest will be in the second release of this mod.

As I work I discover the difficulty in trying to design a place that provides for all sorts of characters, in terms of interaction with the residents of Pell's Gate and quests. Everyone plays a different character in their game, some play a throughly bad, some good, some play neither good nor bad and varying levels inbetween. When I am designing the dialog I can appreciate the difficulty in creating an atmosphere that allows for everyone to role play their characters, it is not easy.
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louise fortin
 
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Post » Tue Nov 23, 2010 3:27 am

I am MEGA looking forward to this! Like you did not know already!
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Bethany Short
 
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Post » Tue Nov 23, 2010 10:39 am

I am not really up on the lore side of things. So what is the deal with Woodelves and Dark Elves?

Is there a natural animosity between the two races, or do they like each other? I ask because I have two characters, one of each race and I need to know how they would interact, whether they would respect each other or whether they would actually be suspicious and racist towards each other?
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Harinder Ghag
 
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