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| Scripting Questions...?; my brain hurts | |
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| Topic Started: Sep 2 2009, 02:19 PM (154 Views) | |
| lettuceman44 | Sep 3 2009, 05:46 PM Post #21 |
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Emperor
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Right, it won't run while in menu mode. And yes, that is why you do that too. So it effectively makes the script a one time thing. Very well! |
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| aceball69 | Sep 3 2009, 05:47 PM Post #22 |
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The Ace
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oh well i see what Vanir means... hey thanks to the both of you for helping me out. im gonna try some other stuff over the weekend and ill hit you up Monday or something with more tests that do different things and maybe you could look over them too. Later!
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"This might just feed the mother of all our needs" Tri-shards of Weye- My first mod's unoficial WIP thread. check it out! Best Oblivion Mod Ive ever stumbled across- Deadly Reflexes 5 How Cyrodiil SHOULD have been designed- Unique Landscapes | |
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| vanir90210 | Sep 3 2009, 06:32 PM Post #23 |
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Budding Lyricist
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Because if he had made the sword an item under the weapons tier and not an activator, when the player activates it, it would give him Goldbrand, the referenced object in player->additem, and the sword, because the Activate parameter would make the player activate the sword, and perform its usual function, adding it to the player's inventory. Disable would disable the object, removing it from the game world, and only give the player Goldbrand. |
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Spoiler: click to toggle ![]() "I look at the eyes, straight to the soul doorway"
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| lettuceman44 | Sep 3 2009, 07:18 PM Post #24 |
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Emperor
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Oh, you though the script was with goldbrand. Nvmd. |
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| aceball69 | Sep 8 2009, 12:21 PM Post #25 |
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The Ace
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alright well i thought i would have a script ready for proofing but it turns out dialogue is alot harder and more complex than i thought. so now i have some dialogue questions. ![]() would it be safe to copy an NPC, change the ID, then mess with its dialogue? i am working on a big mod (a big one for me, at least) and i want to make certain NPCs do certain things... the NPC would be in an interior cell created by me if that makes a difference. and in the dialogue editor, how does the Function/Variable window work? the MSFD explanation was a little too intense for me... too many big words
Edited by aceball69, Sep 8 2009, 12:21 PM.
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"This might just feed the mother of all our needs" Tri-shards of Weye- My first mod's unoficial WIP thread. check it out! Best Oblivion Mod Ive ever stumbled across- Deadly Reflexes 5 How Cyrodiil SHOULD have been designed- Unique Landscapes | |
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| lettuceman44 | Sep 8 2009, 03:50 PM Post #26 |
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Emperor
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You can copy an NPC and change its id, but you cannot mess with its dialogue as the dialogue is filtered specifically for that said npc. So you have to make new dialogue, and filter it for your npc. |
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| aceball69 | Sep 8 2009, 04:33 PM Post #27 |
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The Ace
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so if i change the dialogue of the new, copied NPC, then the original NPC will also have its dialogue changed? Edited by aceball69, Sep 8 2009, 05:02 PM.
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"This might just feed the mother of all our needs" Tri-shards of Weye- My first mod's unoficial WIP thread. check it out! Best Oblivion Mod Ive ever stumbled across- Deadly Reflexes 5 How Cyrodiil SHOULD have been designed- Unique Landscapes | |
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| lettuceman44 | Sep 8 2009, 08:21 PM Post #28 |
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Emperor
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Yea, the new NPC has no dialogue yet. If you want it to have dialogue, you gotta either make it from scratch, or filter in generic topics and such. |
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| aceball69 | Sep 16 2009, 12:04 PM Post #29 |
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The Ace
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is there a DL out there that has all the functions and commands and their definitions for OB scripting? i cant find a DL but i found the CSWiki page. http://cs.elderscrolls.com/constwiki/index.php?title=Category:Functions&from=GetCurrentAIPackage Edited by aceball69, Sep 16 2009, 12:22 PM.
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"This might just feed the mother of all our needs" Tri-shards of Weye- My first mod's unoficial WIP thread. check it out! Best Oblivion Mod Ive ever stumbled across- Deadly Reflexes 5 How Cyrodiil SHOULD have been designed- Unique Landscapes | |
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Later!



7:01 AM Nov 29