Creating and tracking custom stats: Solutions?

Post » Mon Nov 19, 2012 4:24 pm

Hey guys, I've always wanted to track certain things the player might do, certain things the player might kill, etc etc. Up until today, I've thought of using Player Aliases in a quest to track things (like wolves killed). But today I tried Story Manager for the first time. Created a simple node that fires a quest when the player kills any animal anywhere. Bingo... maybe we can use SM to create our own player stats.

The possibilities are pretty endless as I see them right now. I could set up an SM event to fire up a quest every time the player kills a Giant (for example). The quest will increase a GiantsKilled global, then complete. Next Giant killed, same thing happens. I can then use that info all over the place. In dialogue/quest conditions for example.

But not just kills, this could be used for tonnes of things, enabling us to go beyond the MiscPcStats the game tracks already.

What are your thoughts on this? :)
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Adam Baumgartner
 
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Post » Mon Nov 19, 2012 3:40 pm

What "things" can be detected? Will this go beyond the normal condition detection limits? For example you cannot use the "unused" actor value RightAttackCondition in conditions of spells or animations or everything AFAIK because it is not one of the choices in the drop down for actor values (strange because OTHER so called unused Actor Values ARE in the drop downs).

Can this Story manager detect RightAttackCondition as a condition?


Hey guys, I've always wanted to track certain things the player might do, certain things the player might kill, etc etc. Up until today, I've thought of using Player Aliases in a quest to track things (like wolves killed). But today I tried Story Manager for the first time. Created a simple node that fires a quest when the player kills any animal anywhere. Bingo... maybe we can use SM to create our own player stats.

The possibilities are pretty endless as I see them right now. I could set up an SM event to fire up a quest every time the player kills a Giant (for example). The quest will increase a GiantsKilled global, then complete. Next Giant killed, same thing happens. I can then use that info all over the place. In dialogue/quest conditions for example.

But not just kills, this could be used for tonnes of things, enabling us to go beyond the MiscPcStats the game tracks already.

What are your thoughts on this? :smile:
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nath
 
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Post » Mon Nov 19, 2012 5:36 am

What "things" can be detected? Will this go beyond the normal condition detection limits? For example you cannot use the "unused" actor value RightAttackCondition in conditions of spells or animations or everything AFAIK because it is not one of the choices in the drop down for actor values (strange because OTHER so called unused Actor Values ARE in the drop downs).

Can this Story manager detect RightAttackCondition as a condition?

Not really sure. But given that the SM can track lots of different events, that's my point mate. Could you explain what you mean?

EDIT:

Do you mean track a kill event if the player kills with a weapon in a certain hand? If so, that's done with GetEquippedItemType. If not, then I'm lost lol.
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RaeAnne
 
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Post » Mon Nov 19, 2012 8:35 am

Here is a video showing my kill tracking system. Using the kill actor SM event, which launches a quest that updates a global each time a deer is killed. It was so simple to set up, much more so than using a player alias way :)

http://www.youtube.com/watch?v=lvepV5IIUlI
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Christie Mitchell
 
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