[script] opposite of UnlockWord?

Post » Sun Nov 18, 2012 11:43 am

How would i lock a 'word of power'? as in the direct opposite of http://www.creationkit.com/UnlockWord_-_Game

I can't even find a way to remove one (the opposite of http://www.creationkit.com/TeachWord_-_Game) so that i can http://www.creationkit.com/IsWordUnlocked_-_Game then "UnTeachWord"?
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Jade Payton
 
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Post » Sun Nov 18, 2012 12:59 pm

I'd be fine with a console solution if anyone knows one.. I've tried removeSpell but that doesn't seem to work.. Unless im doing it wrong.
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Monika Fiolek
 
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Post » Sun Nov 18, 2012 3:22 pm

I do not believe there is any current means of re-locking a Word of Power that has been unlocked.

You might want to make a request for this from the SKSE team if you really need it.
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Beat freak
 
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Post » Mon Nov 19, 2012 1:54 am

How would i lock a 'word of power'? as in the direct opposite of http://www.creationkit.com/UnlockWord_-_Game

I can't even find a way to remove one (the opposite of http://www.creationkit.com/TeachWord_-_Game) so that i can http://www.creationkit.com/IsWordUnlocked_-_Game then "UnTeachWord"?

When you transform into werewolf, script unlocks three words of power of chosen shout, and when you transform back, it removes the entire shout.

I think you can use the same tactic.

P.S. by the way, if you do it, you'll have to watch the "words of power unlocked" and "words of power learned" sections of the statistic, and they should not increase
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sam
 
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Post » Sun Nov 18, 2012 2:21 pm

When you transform into werewolf, script unlocks three words of power of chosen shout, and when you transform back, it removes the entire shout. I think you can use the same tactic.

Thanks, I'm getting close now:
http://www.creationkit.com/RemoveShout_-_Actor works, but I really need a way to "lock" a shout, maybe if anyone could help me with this logic:
  • if player has shout X [maybe http://www.creationkit.com/IsWordUnlocked_-_Game, or the "PlayerWerewolfChangeScript" might help?]
  • RemoveShout X
  • AddShout X
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Laura Simmonds
 
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Post » Sun Nov 18, 2012 8:30 pm

What exactly you want it to do? To lock an unlocked word of power, or to remove it (i.e. should the word stay in your inventory as locked, or it should be removed)?
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stevie critchley
 
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Post » Mon Nov 19, 2012 12:11 am

Yeah i want to lock all unlocked shouts, not remove them but lock them..

The only way i can see to do this so far is to remove then add again, but i cant find a way to check if a word is unlocked first..
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Melanie Steinberg
 
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Post » Sun Nov 18, 2012 1:18 pm

Just discovered that removing the shout and adding again does not lock the shout or 'unTeach' the words:

function lockShout()	if CurrentHowl.PlayerKnows()		Game.GetPlayer().RemoveShout(CurrentHowl)		Game.GetPlayer().AddShout(CurrentHowl)	endIfendFunction

WIP IDEAS:
bool unlocked = Game.IsWordUnlocked(WordFus)
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Brooke Turner
 
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Post » Sun Nov 18, 2012 5:08 pm

Maybe im too focused on scripts... Can it be done with something in the CK, like a quest?
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priscillaaa
 
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