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News on the re-writing of the scripts


Nonseen

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i happy! :)

considering i currently after nuking weaks worth of my work and building up from the wrackage its supprising, even to me :)

i made good progress, re using lot of design element and code fragment helps a lot!

 

by the way i found a hidden bug!

To understand this you need read the first part of my last blog post where i talked the structure of the mod.

 

In sort: the slaver base script object used on all things that can stored slaves. player capture quest included....

to make this work: i made a circle to fitt into the squere perfectly.

 

normaly 10 of 10 no issue seen.

 

but our slave trader or known as wandering trader has a sirius issue:

first one is a wandering character considered the system a slaver base.... with few extras.... like special script that make possible to the trader trade slaves....

 

okay back to track!

if the slave trader ever happen to capture a slave the system run the default capture slave script. this result the captured slave put on the slave trader slave storage. that is okay its fine one more slave to trade. The problem here is this: slave trader slaver base location set the location that slave trader can editor location. this in our case the slave market.

 

so at first seams all okay: the captured slave put on slave market for sale? well.... not exactly....

you see all slave that belong the slave trader supposed to be fallowing the slave trader all allong whatewhere the slave trader goes... then the slave trader sell the slave to some other slaver bases.

from here the slave ower time end up in the slave workshop where supposed to work.

 

in our case maybe this is not possible for our slave as this one ended up in slave market far away from our slave trader probably....

 

yes it is my fault 100% i next time need make new script object type for slave traders only, that extends the slave storage.

With this i have one big problem:

evry time some one need find a slave in the old system the some one can make use a spreed sheet. this contains locations and quests.

evry quest that contained slave storage expected to be registered here , and its location registered to.

so if one know the location can be get the quest that control the local slave storage.

 

not good design to be honest.

this and other similar solution put in use.... to make this thing work.

as i said: making a circle fitt perfectly to a square.... i not kidding.

 

so why i happy:

not only i fixed a bug, but becuse so far i feel my new aproach working.

at least i managed the script system start up witout spamming the log full of errors. :) ok this is not a real archivment!

 

the real one is this: from the mess i above descriped i trasnfomring Slavers of Skyrim script system somthing less messy.

or at least not so messy looking.

what i doing curently braking part the big chunky system.

and making this parts to work together so if i need x functionalty i need pick up x part and only x part to that functionalty get working.

of corse this aproach has own down sides.... harder to script a bit... and i making tons of scripts...

 

before the changes script source folders under 90 script now around 150+ and still not done!

 

if all go very well i realise a test version end of this week, we will see! :)

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