Limit "Barding" to a small area of interior or certa

Post » Mon Nov 19, 2012 8:42 pm

I have a fairly large interior, and I'd like to force my bard to only play in a certain area. That does happen thanks to the bard playspot marker, but I can still ask her 5 miles away and she will walk to that spot and play/sing... kind of annoying. I'd like to remove the dialogue option either by radius to the playspot, or time of day. Is this possible?
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Sebrina Johnstone
 
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Post » Mon Nov 19, 2012 5:16 pm

Bump... been answering too many posts and driving my own question down :P
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Valerie Marie
 
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Post » Mon Nov 19, 2012 7:44 pm

Have you looked at the packages etc?

Also, as a cheat you could maybe leave out the bit they stand on when Navmeshing, that way they actually can't move away from the spot ;)
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brian adkins
 
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Post » Mon Nov 19, 2012 7:10 pm

Lol, yes I suppose that could work :) but I do want my bard to walk around so I'm not going that route. I do have packages for the bard, so basically she is only in the tavern for about 6 hours a day, but I can ask her to play anytime/anywhere (even when she is sleeping lol).
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My blood
 
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Post » Mon Nov 19, 2012 12:32 pm

Can't you have a condition GetDistance() ?
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BRIANNA
 
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Post » Mon Nov 19, 2012 9:21 pm

Can't you have a condition GetDistance() ?
Maybe if I put it in an alias for a consistent quest... maybe I'll give that a try.

The problem is that "barding" isn't a package to begin with, it's a faction, and as far as I've seen, factions can't have conditions.
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Jason King
 
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Post » Mon Nov 19, 2012 6:02 pm

Maybe if I put it in an alias for a consistent quest... maybe I'll give that a try.

The problem is that "barding" isn't a package to begin with, it's a faction, and as far as I've seen, factions can't have conditions.

But magic effects can, and you can add/remove actors from factions with them.

So do this... make a scripted magic effect for the bard, and make the conditions for it to apply use something like "GetInCell". Then make the script something like:
faction property bardfaction autoEvent OnEffectStart(actor akCarget, actor akTaster);// Conditions met (inside the tavern or whatever), add to bard factionakTarget.SetFactionRank(bardfaction, 1)EndeventEvent OnEffectFinish(actor akTarget, actor akCaster);// Conditions not met, remove from bard factionakTarget.RemoveFromFaction(bardfaction)Endevent

I use a similar script in my mod to make actors move slower while swimming.

P.S. - I don't know if it's actually a faction, but you said it is so that's why I suggested that. But whatever it is, you can probably use a similar script on a spell effect for it.
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Steve Bates
 
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Post » Mon Nov 19, 2012 10:15 am

Did you just put that script on your person?
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Motionsharp
 
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Post » Mon Nov 19, 2012 10:21 am

Did you just put that script on your person?

No, put it on a magic effect, then give the person a constant effect ability type spell using the magic effect with the conditions you want. That way the events will trigger once when the conditions become met or stop being met. I haven't tested it but it should work fine.
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Kieren Thomson
 
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Post » Mon Nov 19, 2012 6:11 am

No, put it on a magic effect, then give the person a constant effect ability type spell using the magic effect with the conditions you want. That way the events will trigger once when the conditions become met or stop being met. I haven't tested it but it should work fine.

I saw the direction this topic was taking and remembered this:

I've just done a very interesting discovery about that (maybe someone else already noticed it, idk. Sry in advance if it's the case) !

It seems that only abilities that change actor values (with a Value or a Peak Value modifier) are still affecting players values if a mod is disabled before an unstallation process !

If it's correct (and it seems to be), we should never use abilities to change actor values, but regular spells.

-> In my mod project I was using constant abilities to mod HealRateMult, MagickaRateMult, and StaminaRateMult. If I was disabling my mod before a scripted uninstallation process these modified values were still affecting the player.
I've just tried to replace these abilities by regular spells (wich have the exact same custom MagicEffects), and now if I disable my mod without any uninstallation process to dispel these MagicEffects -> the modified values of my mod no longer affect the player :smile:
*Don't forget to check the "Recover" flag in your custom magic effect tab.

*Note that even if you can select "constant" type for a regular spell (with constant ME), you must set a duration for each ME of the spell !
But just set a very long duration, for ex of 5000 days, and it's really like the spell was constant. You can even recast the spell by a conditioned script inside the magic effect or from another script to be sure that the spell will always be there if it's necessary.

*If you want to avoid the IG magic effects menu to display this very long duration : simply create a fake ability which will be cast with the real spell to display it in the menu, then simply hide all magic effects of the real spell by checking the "Hide in ui" flag in the magic effect tab.


I've just done some tests, and it seems to work, but please don't hesitate to test by yourself and to give feedback here ! Imo, this kind of game mechanism seems very important to understand for the modding community.

I've done some tests with these actor values : DestructionPowerMod, RestorationPowerMod, MarksManMod, OneHandedMod, TwoHandedMod, SpeedMult, HealRateMult, MagickaRateMult, and StaminaRateMult. It's working for all these values.
-> I've also tested with constant diseases, and it's working as regular duration spells : actor values wont be anymore affected if a mod is disabled without an uninstallation process. But be careful cause diseases will be dispeled by altars or potions.

*I'm only working with custom magic effects, so idk if it's working the same way with vanilla magic effects.

See you.
PS : sry for my none really fluent english, but I try to do my best ^^'

From topic: http://www.gamesas.com/topic/1362474-compatibility-with-other-mods-tips/
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brenden casey
 
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Post » Mon Nov 19, 2012 1:45 pm

I saw the direction this topic was taking and remembered this:
From topic: http://www.gamesas.com/topic/1362474-compatibility-with-other-mods-tips/

Yeah, but I'm assuming this mod is going to be adding both the bard and the script, so the bard is going to be gone if it's removed.
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Ana
 
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Post » Mon Nov 19, 2012 1:18 pm

Naturally it's a non-issue for mod-added NPC's but this is not always the case. Plus it can't hurt to disseminate the information.
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N Only WhiTe girl
 
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Post » Mon Nov 19, 2012 10:55 am

Yeah, all my NPCs were made by me. I try to never edit vanilla Skyrim if I can help it :P ...At this point the bard isn't technically even in my mod, at least not the version my subs have. I did find some helpful tips from that link regardless, but back on topic!

So I would make a separate magic ability (I'm assuming I can just duplicate something in the object window to do this), and then add that to my bard (via 2x clicking him in object window)? Sorry if this sound dumb, I don't have CK access atm.
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Emily Jones
 
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Post » Mon Nov 19, 2012 11:18 am

Oh, nevermind. Just found a link to solve this whole issue:

http://www.creationkit.com/Dynamically_Attaching_Scripts
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Charlie Sarson
 
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