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Get in this conversation! For real. Good ideas here.


Storms of Superior

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Hello again folks! I've decided that it's time to stop avoiding the hard part of modding, and that means asking the right questions (I've asked many questions, but many of the responses to most of those questions have ranged from those that had nothing to do with what I was asking to no responses at all).

 

In this blog entry I will change that (I hope; this seems like bugfixing). I have several projects on my agenda, some I won't ask about in case someone decides to take the ideas.

 

Here are the projects that I will ask about.

 

-Open Skies Trading Post
-A new lockbox mod that I want to make
-A bow and crossbow enchantment that tags targets with non-lethal spells

 

Points to consider for OSTP:

 

-I'm looking for the quest scripts that do simple (I think) things like trigger quests, advance quests, and complete quests. I understand that there is more to quest building than just scripts, but I think I should start by reading the scripts. I think I will be able to understand them. If anyone cares to name those scripts, or even a few of them, it would be greatly appreciated.
-Among the kinds of quests that I intend to build are these basic quests: buy OSTP from the Jarl in Whiterun as if it's a saleable property like Breezehome. Also, I need to make quests such as making contact with saw mills and mines to contract materials transactions. Later I plan to try to build a complicated quest that escorts an expedition into Blackreach which will allow for materials of different kinds.

 

Here is a link to OSTP: http://www.loverslab.com/files/file/1294-openskiestradingpost-09062014/

 

Points to consider for lockboxes:

 

-I would like to make tiered classes of lockboxes as in World of Warcraft; these lock boxes will be made from different classes of metals. I would like to make tiered classes of lockpicks that are craftable, lootable, and only useable with corresponding lockbox classes. I would also like to make lockpicking difficult enough that the player can't just make a ton of lockpicks and never run out.
-These lockboxes will be lootable. I hope to be able to attach an activator to the inventory item as it is listed in the inventory; with the inventory open, the player should be able to highlight it, and press the activate button, and it will show a lockpicking interface, all without having to close the inventory. Any looted items will automatically be added to the inventory, as if a chest or strongbox were looted.

 

Points to be considered for enchanted bow and crossbow:

 

-I have tried to make the candlelight spell into an enchantment. It didn't work for me. The idea is to cause the candlelight spell to be cast on a valid combat target on a successful strike. This is all confusion to me.
-The idea is to have the spell that is cast by the enchantment last longer with higher enchantment levels. This should make it impossible for those using lighting mods to darken nights and dungeons to lose track of runaway monsters or dead and lootable monsters. Help?

 

This sums up what I would like to ask about. To those who are waiting on Black Empire to be developed futher, just keep waiting; the things that I can possibly learn about these other mods that I want to develop will go a long way toward helping to make Black Empire a nicely rounded mod.

 

I appreciate all help, and all idle conversation (just not in any thread or blog, so PM me for idle conversation).

 

Thanks for reading, folks.

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About the "enchanted bow and crossbow," I've got a friend who's also interested in this. Me too!

I don't know if it helps, but I do have a mod that has the candlelight spell (and several others) as enchantments - Enchanting Freedom does that, as well as other enchantments like detect life, ironskin, etc. Most of those enchantments don't work quite properly (i.e. the constant-effect restore health ring only works for the instant you put it on, IIRC), but the candlelight one does. Might be useful to take a look...

 

 

 

This should make it impossible for those using lighting mods to darken nights and dungeons to lose track of runaway monsters or dead and lootable monsters. Help?

I don't usually lose dead bodies in ruins, but I've got grass mods that make it damn near impossible to find every one of the half-dozen bandit corpses I've just killed outdoors. A candlelight effect would be quite nice.

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-I would like to make tiered classes of lockboxes as in World of Warcraft; these lock boxes will be made from different classes of metals. I would like to make tiered classes of lockpicks that are craftable, lootable, and only useable with corresponding lockbox classes. I would also like to make lockpicking difficult enough that the player can't just make a ton of lockpicks and never run out.

-These lockboxes will be lootable. I hope to be able to attach an activator to the inventory item as it is listed in the inventory; with the inventory open, the player should be able to highlight it, and press the activate button, and it will show a lockpicking interface, all without having to close the inventory. Any looted items will automatically be added to the inventory, as if a chest or strongbox were looted.

 

I was thinking about this... I'm not sure if it's possible to do it exactly, but it might be possible to do something that approaches it.

Lockpicks could just be keys, eh? That is, keys are guaranteed to unlock a lock, but you could do something like make your lockbox use the same effect as those "training" locks in the Thieves Guild, where you unlock the container, it re-locks immediately and you don't get to loot it... then add a "% chance to succeed" effect based on your lockpicking skill that stops the box from re-locking and not being lootable?

 

So, you have to first craft (or find) a "lockpick" (which is actually a key) that matches the type of lockbox. The lockbox itself will be an almost vanilla copy of those training chests. The key unlocks it instantly, and a script removes the lockpick (used)... but before the container opens and you get to loot it, a script runs a random number based on your lockpicking skill, and if it fails, the box does not open, instead re-locks.

 

EDIT: Rereading this, I wonder if that's how the Devious Devices mods are set up to work...

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About the keys: I don't to be able to make anything that guarantees opening a lockbox. This should be a mod that encourages player to pick more locks (not that I have any trouble; I tend to unlock Master difficulty locks at very low levels. I just like it that much).

 

I came to the conclusion that the player may be able to craft more lockpicks than needed, so I came up with an idea.

 

This idea includes making these lockpicks contraband, and making the crafting of them a crime. Any time the player is arrested, any non-standard lockpicks would be confiscated.

 

What do you mean, "non-standard?"

-I intend to leave the current lock system in place, and somehow separate the lockbox lockpicks from those that can unlock standard locks. Something in the CK should allow these things to be kept separate; the requirements for opening lockboxes can be similar to unlocking a door with a key versus a lockpick.

 

Now I see that setting special lockpicks as "keys" in the CK might be the way to go. I see your point here. I just had to think it through.

 

Let me see if I have this straight; I can set a lock to be opened by a specific "kind of key", but make that key "common" instead of unique. I think that's possible. My head is pounding, so I won't be opening the CK until it quits; I've had enough of trying to build mods while having a nasty headache. It just doesn't work well enough.

 

Anyway, thanks for that help, and I'll see what I can do.

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