Gearknot Posted April 23, 2015 Posted April 23, 2015 When completing the bloodstone chalice quest the state of Redwater Den changes to a lifeless static vampire hole. I've been trying to find what activator this is set on because I would like to make a mod that keeps this change from happening as I really enjoyed the atmosphere they had inside that place before the quest was done. Really, why everything changes makes no sense to me, there isn't any reason the business should close down, the vampires always need fresh meat. I think i've found the activator (DLC1dunRedwaterDenSpringActivator) in the bloodspring only I cannot open the script to read what it is doing. The error says- Windows cannot find DLC1dunRedwaterDenBloodspring I've looked in the folder it is suppose to be in and it is not there. Anyone know anything about this? Why or how I could get this done? Any help would be really appreciated. Was also trying to get this to work for a saved game that has the quest completed already.
mybrainhurts Posted April 23, 2015 Posted April 23, 2015 If the script is in a bsa file (and it is, afaik) you won't be able to examine it without extracting the bsa. Info on extraction is here. Edit: Actually, no. It's in the data/scripts/source directory: ScriptName DLC1dunRedwaterDenBloodspringScript extends objectReference{This script manages drinking from the pool and filling the chalice for the vampire radiant quest};;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Properties block;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Spell Property DLC1VampireChalicePower autoSpell Property DLC1dunRedwaterDenPower autoGlobalVariable Property DLC1dunRedwaterDenPowerStopDay autoGlobalVariable Property GameDaysPassed autoGlobalVariable Property PlayerIsVampire auto;Disease the player may be infected withSpell Property TrapDiseaseAtaxia autoSpell Property TrapDiseaseBoneBreakFever autoSpell Property TrapDiseaseBrainRot autoSpell Property TrapDiseaseRattles autoSpell Property TrapDiseaseRockjoint autoSpell Property TrapDiseaseWitbane autoSpell Property TrapDiseaseSanguinareVampiris autoMessage Property DLC1dunRedwaterDenTaintedBloodMessage autoMessage Property DLC1dunRedwaterDenVHQBloodMessage autofloat property diseaseChance = 100.0 autofloat property vampChance = 100.0 autoQuest property DLC1VampireBaseIntro auto;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Event Block;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Register for update is used to for clearing power/withdrawalEvent OnUpdateGameTime() ;Play time with power is up, time to give withdrawals debug.Trace(self + ": UpdateGameTime has fired") if (Game.GetPlayer() as Actor).HasSpell(DLC1dunRedwaterDenPower) debug.Trace(self + ": Player has power, now remove it") Game.GetPlayer().RemoveSpell(DLC1dunRedwaterDenPower) ;here is where we register for the update to remove the withdrawals and add the withdrawals endifEndEvent;On activate by the player check if the player already has the power or the chalice versionEvent OnActivate(ObjectReference ActivateRef) if DLC1VampireBaseIntro.getStage() == 30 ;the quest is running so you are filling the chalice, the script for this is assigned through an alias on the quest ;If we are not at the stage in the quest to fill the chalice, do the rest of the stuff elseif ActivateRef == game.getPlayer() ;Silly vampire you already have the version with no withdrawals, you don't want this if game.getPlayer().hasSpell(DLC1VampireChalicePower) DLC1dunRedwaterDenVHQBloodMessage.Show() ;You already have the power, go away elseif Game.GetPlayer().HasSpell(DLC1dunRedwaterDenPower) DLC1dunRedwaterDenTaintedBloodMessage.Show() ;if neither of the above are true, then drink from the spring else DrinkFromPool() endif endifendEvent;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Function block;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;function DrinkFromPool() ;if the player is a vampire give them the Tainted Blood of the Ancients if PlayerIsVampire.getValue() == 1 float today = GameDaysPassed.GetValue() float PowerStopDay = today + 1 ;If you have withdrawals currently we can get rid of those DLC1dunRedwaterDenPowerStopDay.SetValue(PowerStopDay) RegisterForSingleUpdateGameTime(24 * 1) Game.GetPlayer().AddSpell(DLC1dunRedwaterDenPower) ;If the player is NOT a vampire, infect them with diseases. Really what did you expect. else ProcessInfection(game.GetPlayer()) endifEndFunctionFunction ProcessInfection (actor myTarget) if utility.randomFloat(0.0, 100.0) <= diseaseChance int diseasePick diseasePick = utility.randomInt(1,6) ;infect with a random disease if diseasePick == 1 myTarget.DoCombatSpellApply(TrapDiseaseAtaxia, myTarget) elseif diseasePick == 2 myTarget.DoCombatSpellApply(TrapDiseaseBoneBreakFever, myTarget) elseif diseasePick == 3 myTarget.DoCombatSpellApply(TrapDiseaseBrainRot, myTarget) elseif diseasePick == 4 myTarget.DoCombatSpellApply(TrapDiseaseRattles, myTarget) elseif diseasePick == 5 myTarget.DoCombatSpellApply(TrapDiseaseRockjoint, myTarget) elseif diseasePick == 6 myTarget.DoCombatSpellApply(TrapDiseaseWitbane, myTarget) endif endif ;Separate chance of infection with vampirism if utility.randomFloat(0.0, 100.0) <= vampChance myTarget.DoCombatSpellApply(TrapDiseaseSanguinareVampiris, myTarget) endifendFunction;/;Containment for stuff that needs to be added to the chaliceSpell Property DLC1dunRedwaterDenPower autoSpell Property DLC1dunRedwaterDenWithdrawl autoGlobalVariable Property DLC1dunRedwaterDenPowerStopDay autoGlobalVariable Property DLC1dunRedwaterDenWithdrawalStopDay auto if Game.GetPlayer().HasSpell(DLC1dunRedwaterDenPower) Game.GetPlayer().RemoveSpell(DLC1dunRedwaterDenPower) DLC1dunRedwaterDenPowerStopDay.SetValue(today - 1) endif if Game.GetPlayer().HasSpell(DLC1dunRedwaterDenWithdrawl) Game.GetPlayer().RemoveSpell(DLC1dunRedwaterDenWithdrawl) DLC1dunRedwaterDenWithdrawalStopDay.SetValue(today - 1) endif/;
Gearknot Posted April 24, 2015 Author Posted April 24, 2015 Hrm, thanks, i thought i searched that once maybe i mispelled something, I have found it in the folder. But whats the reason I can't edit the source in the creation kit? And upon looking at that and a couple other things it doesn't even look like what i need now anyways. Not sure where to go on this now.
Gearknot Posted April 24, 2015 Author Posted April 24, 2015 Nevermind, all i had to do was move the thing out from a dawnguard folder into the main source folder, fixed that. Going to continue to work on this anyone that would like to offer a hand at figuring out what i need to do, I would be in debt to them.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.