Jump to content

4 Screenshots

About This File

UPDATE:
Sorry.. .upload the bad version... Fixed in 0.6

 


I'm a bit bored of Skyrim and this my apportation to make it more atractive...

 

We can make all that we want in skyrim.. we can make any of the availables quest when we want or make none and make it how we want.. and of course, if we load a savegame ALL the game have exactly the same state that when save...
BUT ALL OF THIS IS OVER...

 

TIME MISSION CONTROLLER (TMC)

 

This mod control the following things:
Time passed in Skyrim
Number of Fast Travel
Number of RELOAD'S

 

Yes... Number of RELOAD'S...

 

I change the Radiant Bounty Quests availables from the Tavern Keeper and Jarl Steward, but only for test and demo.
When you install my mod the missions are controled by TMC and you can have 2, 3 or 4 of them as the same time.
Simply exit the Inn or the Jarl House, enter again and ask again for job. Must exit and enter because the misions are availables only when fire the event change location.
Probably, you can get 2 quest(BQ01 and (BQ02 or BQ03)) from the same Tavern Keeper and/or Jarl Steward but the third quest must be requested in other location because not all cities have Bandit camp + Forsworn camp + Giant Camp.
And for get BQ04 you must advance in the Story until kill the first dragon after deliver the Dragon Stone in Whiterun.

 

The quest's must be made in 2 days with 2 fast travel and 2 Reloads...
If you excess the Time, the Fast Travel or the Reload.. the quest's fail...
Every 12 hours i give you updated info about yours Controlled Quest and say you Time, Reload and Fast Travel remaining on each.

 

If you DIE.......... you are FORCED TO RELOAD YOUR GAME... AND I COUNT IT...
If you have a enslavement mod you can be enslaved and, maybe, you cant make the mission because you can't scape.
If scape with small time.. make fast travel is not the way... because i count it...

 

JAJAJAJAJAJAJAJA....

 

Of curse, this is a Resource for Moders.. all the work is made with events in the most easy way that i found...
If you are a moder and whant see how work one of your quest with my mod you only must make 4 things. Is too easy and simple.
1 - Register your mod for catch the event TMC_MissionFail
2 - When your quest start send a event TMC_RegisterMision
3 - When your quest end send a event TMC_UnRegisterMision
4 - UnRegister your mod from the event TMC_MissionFail

 

Of course, you must be too carreful when you cacth the event TMC_MissionFail because near none quest in Skyrim are designed to fail, and you MUST change the design of your quest to FAIL and restart. Before this mod the posibilitys of fail a quest are minimal.

 

This mod is specialy designed for small missions like: Go to xx location, get xx item, deliver the item to xx.
The idea of make this mod come from the simple missions of Captured Dreams about the simple quest Delivery and Recover. The Master of the house say that the mission are urgent and they count time. But none of that are true.
Now, when you fail a quest, you must asume the consequences... you can be punissed, enslaved, lost items, lost future quest... any can append...

 

Of course, you can use my mod for control EACH step of your big quest. You only must Register and Unregister for each step.
I can manage all the quest that you want at the same time with diferents conditions and, of course, i compute each condition of each controlled quest.
But think.. they are cumulative.. if you Register 2 quest in the same time whit the same conditions they have the same caducity and reload count... then all quest can fail in the same second.
This is designed for have 1 long quest with a lot of time MERGED with small quest with lite time. The player must select carrefull what quest make in what order to be free of the consequences...

 

JAJAJAJAJAJAJAJA....

 

Technical info for moders:
Event's are the less intrusive way for two mods colaborate. Your mod not have HARD dependency of my mod and the user is free to install my mod or not.
If my mod is NOT installed NOT affect your in any way, because your mod only make a register for a event that never ocurr (TMC_MisionFail) and only send two events that none catch (TMC_RegisterMision and TMC_UnRegisterMision).
This only affect the game in some miliseconds.

 

Skyrim core game have a lot of events but not have one event for Fast Travel, Wait or Teleport.
Had event for sleep, and i catch it, but for control Fast Travel i monitor a mix of cell and time.
If the actual cell is not the same and time has advance a lot i presume player make fast travel. This have some problems:
If the player wait and inmediatelly cross a door before my control routine is fired i catch an erroneus Fast Travel, because cell is not the same and time has advanced a lot because player has wait.
The other problem reside in the use of teleport because teleport change cell but not advance time. I cant catch it. Tecnicaly is not a fast travel, but i want catch it.
If any know how can i fight with this errors i can be very gratefull.

 

I go to explain HOW use my events in your mod and control your quest.
Dont worry if you don't know papyrus.
You can make it with Creation Kit.

 

DETAILED EXPLICATION AND SAMPLES
The metod and code need for Register are exactly the same if you start the quest manualy or when the quest is started automatically.
------------- Code Fragment-------------
RegisterForModEvent("TMC_MisionFail", "On_TMC_MisionFail")
SendModEvent("TMC_RegisterMision", "BQ01", 48)
----------- End Code Fragment-------------

 

The metod and code need for UN-register are too simple.
------------- Code Fragment-------------
UnRegisterForModEvent("TMC_MisionFail")
SendModEvent("TMC_Un_RegisterMision", "BQ01", 0)
----------- End Code Fragment-------------

 

In the call SendModEvent("TMC_RegisterMision", "BQ01", 48) the parameter "BQ01" is the name of the quest and the number 48 is the number of skyrim hours for make the quest
In the call SendModEvent("TMC_UnRegisterMision", "BQ01", 0) the parameter "BQ01" is the name of the quest and MUST MATCH with the parameter 'name of the quest' used in the call for Register
With this simple call I asume 2 reload's and 2 Fast Travel and alert the player every 12 hours. THE QUEST ARE MANAGED BY MY MOD
Look the COMPLEX CALL for understand what mean ---->> THE QUEST ARE MANAGED BY MY MOD <<-----

 

If you want more control you can use the COMPLEX CALL in the Register like the following example:
------------- Code Fragment-------------
RegisterForModEvent("TMC_MisionFail", "On_TMC_MisionFail")
SendModEvent("TMC_RegisterMision", "BQ01&48&2&3&12&1", 0)
----------- End Code Fragment-------------
I use the common call used in the url of web pages with '&' separator and is too simple and effective.. i use it in a lot of developents and is the most easy way for pass a lot of parameter to another function.
The strip of the parameter is this:
BQ01&__Your quest name
48&_____Time alowed in skyrim hours
2&______Reload's permit
3&______FastTravel permit
12&_____Alert when passed time in skyrim hours
1_______0 = sendEvent(you manage) 1=Management by my functions

 

And when join all the parameter you get this: "BQ01&48&2&3&12&1"
You can use this complex call on Creation Kit and use diferent parameters for each quest.

 

All the parameter are too evident, but the last parameter is TOO IMPORTANT:
If the last parameter is 0 my mod ONLY send the event TMC_MisionFail and make NONE more... YOU MUST catch the event and YOU must manage your quest
If the last parameter is 1 my mod MANAGE YOUR QUEST.. I NOT SEND the event TMC_MisionFail and i call FailAllObjectives() and Stop() OVER YOUR QUEST. This is the default state for SIMPLE CALLS...

 

I put the last parameter thinking on people that not know papyrus and only work with Creation Kit...
People that are good moders and designers but tremble when see a script because they not are developers and cant understand what make the code.
But you must be prepared.. i STOP your quest and you MUST give the option to the player of START your quest, usualy with a dialog (after the corresponding punishement, of couse.... JAJAJAJAJA)

 

If you ALWAYS use SIMPLE CALL or ALWAYS put the last parameter in 1 you not need use RegisterForModEvent and UnRegisterForModEvent because i not send the event.

 

But if you are developer and know how manage multiple script i explain you how catch and manage the event.
In a generic script of the quest you must put this:
------------- Code Fragment-------------
Event On_TMC_MisionFail(string eventName, string strArg, float numArg, Form sender)
if numArg == 1 ;time expired
;put it in a property if you want
elseif numArg == 2 ;reload excess
;put it in a property if you want
elseif numArg == 3 ;fast travel excess
;put it in a property if you want
else
Debug.Trace("On_TMC_MisionFail ERROR.. invalid parameter")
Debug.Notification("On_TMC_MisionFail ERROR.. invalid parameter")
MiscUtil.PrintConsole("On_TMC_MisionFail ERROR.. invalid parameter")
endif
;put here the code for re-generate your quest... for example...
Reset()
SetStage(10)
EndEvent
----------- End Code Fragment-------------
In this code you have the node if.. elseif.. for know the motive of fail and some lines for manage the quest.

 

I add some screnshots and the download have the modified source code of the Radiant Bounty Quest.
You can open my esp with Creation Kit and see the modified code in the steps 10 and 200 in BQ01, BQ02, BQ03 and BQ04.

 

If any need MORE explications can ask in the forum...

 

But i think the instruction are TOO clear and explanatory...

 

UPDATE:
Sorry.. .upload the bad version... Fixed in 0.6


What's New in Version 0.6 BETA

Released

  • 0.6 Fix events and Fast Travel Detection
  • 0.5 First Version


×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use