Jump to content

Recommended Posts

External Locations

View File

There are various mods  or plug-ins  that rely upon determining if the player or some other actor is within some location,  whether the actor is roaming the city streets, if within the aura of some holy or unholy shrine,  or merely to acquire the name of the place in question.

 

However, mods that do perform these checks have an unfortunate side effect. They only test  for those locations in which the  individual mod creator foresees, and will not recognize locations from other mods that may have fit their criteria.

 

This Elder Scrolls Master (.esm) attempts to streamline this operation, and possibly allow cross-mod recognition  of location types.  Not only does this master plugin contain an .ini file containing over 100 locations,  but it also includes a feature permitting developers to create their own external .ini file for their own custom locations. Indeed, future plugin developers can build upon and expand the locations within their own works, all fully compatible with anyone else's.

 

Through its use, one could create HUD displays, determine if within urban environments, or create triggers for vampire player characters if in the vicinity of Aedric shrines.

 

 

 

While External Locations.esm has been designed as a Master(.esm) plug-in, it   is not the intention to force its use.

 

It is the intent that External Locations be considered a supplemental system if detected.  That is to say, a plug-in created that uses External Locations should also be able to run without External Locations, and rely upon its own built-in location system. Of course, any such use would suggest that the mod developer note it as a recommended mod/master for use. 

 

 

 

INCLUDED:

An example plug-in with its own INI file. It does not have External Locations as an actual master, but uses the "LoadFormFromMod" commands to access its features to perform tests to see if the player is within city streets, in the vicinity of Aedric/Daedric influence, and optional updated names for the cells.


 

Link to comment
Posted (edited)

A SMALL TECHNICAL BUMP

to Version 1.01

 

This update only takes care of minor issues, so it is not really of major importance.

 

The first update pertains to the addition of a Debug value within the main quest script. This allows me to turn on/off debug messages when I am executing the master when looking for possible logic errors.  There is no INI file, and the messages appear throughout the data loading scripts. So it is not really a command to call from the command console or anything.  Only mod developers opening this plug-in with the construction set would really have use.

 

The second update is a minor set of conditions that only let certain lines of code to function if data is actually present. The location data is stored in arrays covering world spaces, exterior locations and so on.  The conditions added ensure that these lines of code can only be executed if those arrays being tested and searched indeed exist.  Despite the way I wrote the code to ensure no errors would occur whilst searching through the arrays themselves, this gives a second layer of error-protection.

 

And the third update is a small matter of fixing a couple of lines within the External Locations.txt file itself.  Nothing that was detrimental to the plug-in, it merely corrected names of commands within the file itself.

Edited by LongDukDong
grammatics
Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • 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