Someone offer some suggestions

Post » Tue May 17, 2011 12:29 am

I am making a mod for renting out player homes.

One part of the mod allows the player to collect trophies for his homes by giving 10 of the enemies ingredients in exchange for a trophie and an increase in overall rent.

Trouble is, Ghosts, Wraiths and Gloom Wraiths all have Ectoplasm. Skeletons and Lich's all have Bonemeal.

What could the player collect in exchange for trophies of Wraiths, Gloom Wraiths and the Lich's?

My only idea is to ask for double the ingredients for the tougher enemies, but that is kind of weak.

I also don't want to make too many changes as it affects compatability, so I'd rather not go adding ingredients to creatures etc.
User avatar
ILy- Forver
 
Posts: 3459
Joined: Sun Feb 04, 2007 3:18 am

Post » Tue May 17, 2011 7:23 am

No one got any ideas I could toy with?

I'm fresh out of inspiration.

This is the link to my mod as it is.. http://www.tesnexus.com/downloads/file.php?id=31215
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Tue May 17, 2011 10:28 am

I think this sounds cool. I think you should just make it a higher number of bonemeal, like 50 er something. Make 'em work.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Tue May 17, 2011 7:08 am

I think this sounds cool. I think you should just make it a higher number of bonemeal, like 50 er something. Make 'em work.

Yeah I was gonna do that, but you could just spam 50 weak skeletons over time and get yourself a Lich trophy, which kind of defeats the point of it being a trophy.

It might be my only option if no one can give me a good work-around.
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Tue May 17, 2011 3:07 am

Make a script that dynamically creates an object (or ingredient) for each creature you meet names it appropriately and adds it to the ceature on the fly then check for that. You can use an array of created objects to ensure that you're not making more than necessary. That way you can handle mod added creatures as well.

HeX
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Tue May 17, 2011 12:29 pm

Nice. This sounds awesome.
User avatar
helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Tue May 17, 2011 7:37 am

Make a script that dynamically creates an object (or ingredient) for each creature you meet names it appropriately and adds it to the ceature on the fly then check for that. You can use an array of created objects to ensure that you're not making more than necessary. That way you can handle mod added creatures as well.

HeX

Would that require OBSE?

I've never attempted Arrays in the CS either. Done them in other languages though.
User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Post » Tue May 17, 2011 2:36 am

Would that require OBSE?

I've never attempted Arrays in the CS either. Done them in other languages though.


Yes, it would require obse.
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Tue May 17, 2011 3:08 am

You could make it Cobl-based and then use the Cobl-added ingredients for Liches and Wraiths.
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Tue May 17, 2011 6:39 am

You could make it Cobl-based and then use the Cobl-added ingredients for Liches and Wraiths.

I don't to make my mods to be based on anything.

Mainly because I often install and uninstall things, including Cobl.

Prefer if it was a Vanilla solution.
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am


Return to IV - Oblivion