Change interior cell name dynamically?

Post » Sun Nov 18, 2012 9:38 pm

I want to be able to rename my interior cell (or 2 of them actually) after a player reads a book that is in that cell. I doubt it's possible, but it would really add a nice touch to my mod if I can do it.

To start, I will need an OnRead() call obviously, then some type of counter so it only happens once, but ultimately I have no idea how to rename a cell from scripting while in-game, and have that be a permanent effect on top of that.

All thought are welcome :P
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Bethany Watkin
 
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Post » Sun Nov 18, 2012 2:05 pm

Can't you just check to see if they have read it, then run a script on the exterior door to disable it and then enable a new one that teleports you to an identical cell but with a different name?
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Chris Johnston
 
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Post » Mon Nov 19, 2012 1:47 am

It's a player home, so I would then have to transfer every player chest, weapon rack, mannequin, etc.
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Ashley Tamen
 
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Post » Sun Nov 18, 2012 1:47 pm

I think what he's asking is whether or not the displayed cell or region names are properties of the cell editable by script.

If the name is hard coded, it may be possible to have two regions in the area (assuming regions can be assigned to internal cells) that you can enable or disable depending on some sort of 'is book read' state (assuming regions can be enabled or disabled, and affect the area name in the relevant spots).

... or, it might not be possible, and the name has to be set at design time and regions can't be enabled and disabled like other objects. *sigh*. One would have to try it.
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Laura Samson
 
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Post » Sun Nov 18, 2012 11:46 pm

I want to specifically change the interior cell name that the player sees on the doors and while inside that cell, via scripting once the book is read... and possibly a map marker (or I could just enable/disable swap out a new one). It's not a huge issue, so don't jump on any crazy testing train :banana: . I was just curious if anyone knew any tricks to do it.
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Siobhan Thompson
 
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Post » Sun Nov 18, 2012 2:25 pm

SKSE's http://www.creationkit.com/SetName_-_Form can do this. The change won't stick across save loads, so you'll need to maintain it with a http://www.creationkit.com/Complete_Example_Scripts#Maintenance.2Fupdate_code_which_runs_once_per_save_load_and_shows_a_message_when_a_mod_is_updated_or_first_loaded function or something similar.

Cell Property kCELL AutoEvent SomeEvent()	YourCELL.SetName("Cell Name Here")EndEvent
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Taylor Bakos
 
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Post » Sun Nov 18, 2012 4:06 pm

Maybe... I'm not going to force SKSE on my subscribers for just this though
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Monika Fiolek
 
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Post » Mon Nov 19, 2012 2:50 am

Maybe... I'm not going to force SKSE on my subscribers for just this though
Make it optional then.

In a maintenance script:
If SKSE.VersionRelease() > 25  ; or 26	 ; set a global or property here	 ; which enables SKSE functionality	 ; elsewhere in your codeEndIf

That is vastly oversimplified from the SKSE checking I use:

	; Do SKSE Check	debug.trace("SKSE Check Running")	If (SKSE.GetVersionRelease() > 25)		If !fp_IsSKtikstalled.GetValue()			; Newly installed SKSE			Debug.Trace("Registering SKSE Release "  + SKSE.GetVersionRelease())			fp_IsSKtikstalled.SetValue(1)		Else			Debug.Trace("SKSE already registered.")		EndIf	ElseIf fp_IsSKtikstalled.GetValue()		Debug.Trace("SKSE was uninstalled, unregistering.")		fp_IsSKtikstalled.SetValue(0)	EndIf
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Honey Suckle
 
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Post » Sun Nov 18, 2012 4:54 pm

for geck, there was http://geck.gamesas.com/index.php/SetCellFullName
no idea if this still exists in papyrus though
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Shannon Lockwood
 
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Post » Sun Nov 18, 2012 2:58 pm

Did the community have to fill out most of the GECK wiki as well? Seems like there are a bunch of functions that Beth never bothered to add to their CK wiki lists
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ANaIs GRelot
 
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