Hands off my crops!

Post » Mon Jul 02, 2012 3:09 am

I am currently working on a mod which focuses on stealth, subterfuge, and thievery. A part of this process has been to assign ownership to all the objects in the exteriors of cities, towns and farmsteads. Whilst doing this I've noticed that you cannot assign ownership to certain planted crops.

In the vanilla game you can help farmers by harvesting their crops and trading them into the landowner for gold. However, there is nothing to stop you from harvesting a farmer's field and then just walking off with his produce. Whilst always hilarious, this is kind of a mood killer for my project where these hawk-eyed farm folk would otherwise bay for blood if you so much as sideways glance at their buckets, kettles of sporks.

I see myself as having a number of options to resolve this but am unable to make my mind up with which route to take. I would like to solicit your opinions in which way to proceed.

- Replace the activator with a static version. You would no longer be able to interact with planted crops at all.
- Replace the activator with a different type of activator so that I can assign ownership.
- Set ownership once you cross a boundary so you could help a farmer as normal. This sounds like a lot of work for little gain.

Both of the above would break the thrilling crop harvesting 'mini-game'. Given this, does anyone know if disabling the relevant dialogue trees for this would cause issues given the v1.6 hiccups with INFO records?

Many thanks.
User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Sun Jul 01, 2012 10:13 pm

you can actually trade them in to the farmer???? did not know that... usually just picked what i needed for cooking and leave.

Honestly i dont see a farmer paying some one to pick such small plots... If i start picking his cabbages he should charge me with his pitchfork!
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Mon Jul 02, 2012 11:08 am

I don't know about whether this would break anything or not, but why not give the farmer or a farmhand dialogue that temporarily sets ownership to you - and also makes it so that whenever you pick one of these beauties, you get a bounty on you worth however much you take. The bounty doesn't go into effect until 15 minutes after you talked to the farmhand, so if you return all of those harvested vegetables, you get paid properly; if you don't, next time you come through that hold, you've got a bounty on your [censored].
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Mon Jul 02, 2012 11:51 am

Would it be possible to build a large trigger volume, assign a script to it, that would look something like (please forgive my pseudocode)

int iVegetableCountEvent OnTriggerEnter()    pPlayer = Game.GetPlayer    iVegetableCount = pPlayer.GetItemCount(Potatoes) + pPlayer.GetItemCount(Cabbage)...etcendEventEvent OnTriggerLeave()    int iNewVegetableCount = pPlayer.GetItemCount(Potatoes) + pPlayer.GetItemCount(Cabbage)...etc    if iNewVegetableCount > iVegetableCount        ;Set crime if farmer can see player        ;Set farmer hostile if farmer can see player    endifendEvent

You could dump this trigger volume over each farm space, with some variation to drive the individual farmer responses. If they enter the space, if they don't pick anything, they're fine; if they pick things and then turn them in, they're also fine; if they leave with more vegetables than they started, and are in sight of the farmer, they react accordingly.

Or something like that.

:twirl:
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm


Return to V - Skyrim