Flowers and plants pick up and herboristery skill

Post » Tue Jun 19, 2012 11:13 am

Hi all.

After mining and skinning, I would like to add an herboristery skill, that will allow the player to recognize the various plants (by appending a list ?) and to pick up more of the plants as the skill increases.

Right now, there is a script section on some plants (worldobject/flora), so I guess I will be able to set an "on activate" script to check the recognition and picking up of the plant. But then there are the many (worldobjects/tree) that can give ingredients, but I see no script window to attach scripts on it.

So my questions are whether there is a way to create a global script/function that will fire when an onActivate event is created worldwide (and not attach it to a particular object, as I seemingly cant attach scripts to trees), and check whether the activated is a plant, so that I can put in some skills ? Are those the "Native" scripts ? Wouldn't this process be a little hard on the system ?
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Vickytoria Vasquez
 
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Post » Tue Jun 19, 2012 12:54 pm

I miss: "You find nothing of use." Seems you start as an expert herbioligistictypeperson, able to recognise any forna across the land, woud be nice as a pre-skill to alchemy, having to level a way of identifying the ingredients for the potions/poisons you wish to make..
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trisha punch
 
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Post » Tue Jun 19, 2012 2:18 am

Yes that's the idea behind my whole mod, adding many skills. In the end, the player will be able to select a background (hunter, wildman, whatever), that will give him a bonus in the many skills I would like to implement. Right now, skinning and mining are "ready" to fire, but I have limitaions with the creation kit, as far as know (that is not much yet, and hopefully I will find workarounds) that are really preventing me from finishing these mods.
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Conor Byrne
 
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Post » Tue Jun 19, 2012 8:59 am

Any ideas or suggestions please ?
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Sun of Sammy
 
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Post » Mon Jun 18, 2012 11:18 pm

From what I have read, so far many people think the best way to perform global scripts is to use a dummy quest, which has the global variables etc etc, and contains all the events you need. I hope that we find a way around this, its a very messy way of implementing global scripts.
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Alexx Peace
 
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Post » Tue Jun 19, 2012 1:30 pm

Is it an way to get and set if an plant is harvested or not?
One annoying thing in Skyrim is that plants don't grow new ingredients until the cell reset after you have been away for 10 days.

Was thinking of adding an script who regrow the plant 5-10 days after harvesting but for this I need to change the state to harvestable.
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Johnny
 
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