Track action progression

Post » Fri Jun 22, 2012 2:46 am

Hey guys I'm going to start learning some scripting for my mods soon, and wondered if it's possible to track the players actions for things like killing and collecting ingrediants etc, and then reward to player.

For example, not something I'm working on but say when the player collects 30 deathbell, give them a custom perk/ability granting a bonus to alchemy?

Are these things possible? And how difficult would it be to do?

As always I appreciate any help :)
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matt oneil
 
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Post » Fri Jun 22, 2012 12:12 am

Make a quest that automatically runs on game boot silently. Should be totally feasible.
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Tinkerbells
 
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Post » Thu Jun 21, 2012 11:50 pm

So it would be a quest? That makes sense, there are obviously "fetch" quests in the game.

Could it track things like bandits or vampires killed?
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Emma louise Wendelk
 
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Post » Thu Jun 21, 2012 12:30 pm

Iiiiiii think so but don't actually know.
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Rik Douglas
 
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Post » Thu Jun 21, 2012 8:56 pm

You can make a quest set to start by the OnStoryKillActor event. The event data will tell you the kiler and the victim, so then you can do what you like with the information - including calling another quest (your start game enabled quest) which has a function called OoIKilledAVampireDoSomething(), for example.

For collecting ingredients you could either have a quest trapping the OnStoryAddToPlayer event in a similar way, or you could put a script with an AddItem even on the player alias in your start-game-enabled quest.
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WYatt REed
 
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Post » Thu Jun 21, 2012 12:43 pm

It all sounds pretty daunting. I definitely want to progress in modding and am willing to put the time into papyrus so I'll have a look at some tutorials and learn away.
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Alexander Horton
 
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