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Ashal

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'Fraid not.   It didn't crash or anything, but I just killed a couple of mudcrabs that shoulda scored me 2000 in gold.

 

But as a consolation prize, here's a stupid little mod I whipped up that deals with FTDs.    Fanged Transmitted Diseases.   :P You'd figure that vampires might tend to get all bitey when they get frisky with sex.   Now ya might get bit and get polymorphic whatever.   Doesn't happen ALL the time, else it'd be boring.

 

vampysex.esp

 

If you're doing a vampire doggy style, they can't bite back of course.  But I took oral sex out.   That'd be a bit obvious.  But I might expand.   This was a bit of a practice run.

 

EDIT:  Alas, I believe the venture into using code to edit the BASE of any creature is futile.  The databases are fixed/static and not dynamic like the data within the referenced entities on the map.  When it creates one, or spawns, it reads from fixed static data  The only thing relatively dynamic would be the leveled lists.  Ergo, any wish to make the Gendified Creatures' mod work with other mods with new creatures would require I identify and tag each existing reference per mod, or have separate add-ons per mod.  :|  

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I add items to NPC at start, why not with creatures ( Yes I add to Ref not to base, but maybe it works also with base ID )

 

scn TestScript

ref dog

short AddDog

begin gamemode

 

    if GetGameLoaded

           set addDog to 0

           set dog to CreatureDog

 

           if adddog == 0 && Dog.Getitemcount Gold001 == 0

           Dog.additem Gold001 1

           set addDog to 1

           endif

   endif

end

 

-------------------------

 

But if the script worked and a mud crap had 2000 gold, the script starts when the player is near.

So this script should work and adds gold only once.

 

scn TestScript

ref dog

 

begin gamemode

 

         set dog to CreatureDog

 

        If Dog.Getitemcount Gold001 == 0

           Dog.additem Gold001 1

        endif

end

 

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Copying that to a Notepad doc now.  :D     Dunno when I can get to it.  My OBLIVION window is closing for the next few days. ?  But I sure hope that works.

 

Meanwhile, it seems I have to forego a feature I hoped would work with Hiyoko Shooter.  ?  You can birth vampire children and yes, they will have the whole 'Vampirism100' or so spell effects added to them.  However, attempts to make them appear as Vampires on birth by way of SetAV is moot. 

 

Using SetAV on them followed by Update3D after birth results in crashes, whilst ModAV and ForceAV does nothing. ? It's rather annoying as I've used console commands with SetAV on  vampires before, BUT IT APPEARS that they must be NPCs already existing or from a loaded game and not recently generated.  Console commands confirms this hypothesis.  Saving and reloading works.... but I hate that.  Heck, I even instituted the basics of the DoubleFace Facefix just in case.

 

Okay, why do I have to intertwine so many projects?

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Bad news.  ?  The above code does not allow changes to the database actual.  I hoped, bit it was just as I feared.

 

The theory is this: 

 

The Base content within the database itself, Creatures, Leveled Lists, NPCs, Spells, etc... are what would be called "Static" objects.  They are unchanging unless one uses a special command that can actively change Base contents.  There are a few, such as those that can change the price of items en'masse..  They exist.  However, AddItem and its variants are not among those.

 

The objects placed within Tamriel, the Shivering Isles, or other locations in the 'World', are known as "Dynamic" objects though we tend to refer to them as Referenced objects.  These are mere copies of the Static objects above, and multiple copies of a single Static object may exist.  And because these references are dynamic copies, changing the content of one reference does not hamper the others that may exist nor alter the original base Static object.  There are plenty of commands that can change these References, such being the AddItem command.

 

Dangit.  ?

 

 

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But if the Mud crabs worked and had 2000 gold then my second script work

 

The Script  will not change the base ID , It will start when the player is near the creature.

 

Spoiler

You used  puddles script and a mud crap had 2000 gold

scn TestScript

ref dog

begin gamemode

set dog to CreatureDog

Dog.additem Gold001 1

end

#########################################

 

So my script will also work but it will add only 1 gold.

scn TestScript

ref dog

 

begin gamemode

 

         set dog to CreatureDog

 

        If Dog.Getitemcount Gold001 == 0

           Dog.additem Gold001 1

        endif

end

--------------------

Of course the script not with Dog, but crab.

 

 

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This is a good example of a stupid post:

 

What about creatures who steal?

 

Spoiler

scn TestScript

ref dog

 

begin gamemode

 

         set dog to CreatureDog

 

        If Player.Getitemcount Gold001 > 0

           Dog.additem Gold001 1

           Player.removeitem Gold001 1

        endif

end

-------------------------

That will remove the player gold and add it to the creature.

:classic_laugh:

 

When you get the message in the upper left corner of your screen "1 Gold removed"  you know a creature is near.

If you can not find it you will not get your gold back , and while searching you lose constantly more gold.

Or a herd of deer, all will flee, and as long as the game engine runs the scripts you will lose more and more gold.

 

And you can be mean and change the line

    Player.removeitem Gold001 1

to

    Player.removeitemNS Gold001 1

Then you don't get a message or remove-sound, only a look in your inventory will show that you have less gold.

A trip in the wilderness and you are a poor man/woman. :classic_biggrin:

 

 

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guys, what is evel (in scripts, such as - if eval ....

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I'm afraid you misread:

 

On 9/4/2018 at 6:42 PM, LongDukDong said:

'Fraid not.   It didn't crash or anything, but I just killed a couple of mudcrabs that shoulda scored me 2000 in gold. 

The operative phrase was "shoulda scored me 2000 in gold."   I should have garnered gold, but I didn't.  And the mudcrab script did not work.    As I explained within my theory post, the AddItem function does not work on static database items, or BASE items.  It only works upon referenced objects on the map.  So using AddItem upon an actual Base item is impossible.

 

As to why the AddItem function works upon the player is because the Player is also a referenced object.  Within the database, the Player BASE is 00000007.  But if you highlight yourself while having the console option running, you'll acquire some other value to identify the player by another ID number.

 

 

* === * === *

 

Eval?    This statement's name means 'Evaluate'.   It basically takes variable content and evaluates it into what is stored within.

 

Let's assume that a string_var of sWolfBreed has a value of "Timber"   If you used a basic messageex command of :   MessageEx sWolfBreed, you would get ... well... not a whole hell of a lot.   But if you used MessageEx eval(sWolfBreed), you just may get a message popup saying "Timber" 

 

This is basically untested.... I just typed it off the top of my head.  But the meaning for the eval command does mean as such.

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Oh , Yes i thought you got 2000 gold.    ...Shit, no gold stealing creatures.

----------------

 

 

Yes Player base ID 7  and in game Ref 14

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It also means that if I wanna make a Bravil Underground adaption, I gotta add 'flags' to your referenced creatures.... And  for LoversCreatures and Lovers Slave Trader, make a patch that alters the bases of the creatures for flag adding (ie Female Hitode n co.) .  Yes, LST had creatures of its own.  *Shrugs*  Who knew?   :P

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New at Nexus but not new here at LL.

For more than a year Blockhead v11 is in the "mesh-extended-swap-system"
 
-----------------
Edit: which is the newer version?
In mesh-extended-swap-system: Blockhead ver 11.0.10
Nexus: Blockhead ver 11
Both 428kb
????

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Well, things are now a bit....  weirder. 

 

I had altered 'Calm Child' script that removes unwanted evil factions,, forcing the hiyoko faction upon hiyoko children.  But it appears that this is not the issue.  ?  The silent twin is still mute.

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I added a safeguard using the SetRaceAlias command just in case.  But the issue has been resolved as the issue was an OLLLLLLD problem.    Now to make them compatible with some other vampy mods of old.   I just worked out some issues with Unholy Darkness.

 

?  The vampy facial effect still doesn't appear on the brats  until you reload though.

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The below described glitch is in no way related to Lovers with PK Extended nor Lovers Satisfaction as neither was loaded at the time.  Viewer Discretion Advised.

 

Ever had one of those days when making hot love to a babe in Oblivion resulted in both you and she standing in the same location, totally fixed and near-paralyzed?  The only indication that the two of you were making love was from the heavy panting.  And the action key to change poses doesn't do much good but put you in weird positions?

If so, I have a matchingly WEIRD solution.

 

First, craft a Fireball spell.   I don't mean any namby-pamby Flare spell.  I mean something with serious oomph. ? A one-shot kill spell, or at least one that can kill Mehrunes Dagon with five or so blasts.  Keep this sucker handy.    And who says namby-pamby nowadays? ?

 

Second, summon a powerful Resurrection spell.  Oh, I know... You've seen them before.   But instead of a generic one, throw in some extra effects like ones that restores your fatigue by at least 100 points, removes the unconscious state, paralyzed and restrained state.

 

Now, when you encounter someone who's sex-life is frozen, throw that big honkin' Fireball spell at them and kill them good. ? Then follow it up with the Resurrect spell, and they should be good for round two no problem. ? Of course, this assumes no guards are around and they don't mind the sudden heat flash. ?

 

And before you suggest the paralyzed and restrained  states being the trick alone, nope.  I tried just using those without turning my date into a charcoal briquette.  There's something about the both combined that does the trick.

 

 

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