Purchase house dialogue

Post » Thu Jun 21, 2012 2:12 pm

Hey guys, for my house mods I'm looking to make purchasable property. Now I've never done anything to do with scripting, can anyone give me some advice, or point me in the right direction?

Nothing too complicated, just speak to npc, do you want to buy house, yes or no. Maybe add different home options to purchase from one npc.

Also, with the later patch and dialogue bugs etc, should I hold off on this for now?

I appreciate you helping a noob :)
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Ice Fire
 
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Post » Thu Jun 21, 2012 10:40 am

i'm using recycled vanilla dialogue and it works as of patch 1.6, but some users are reporting that it freezes the quest with no way to advance dialogue (more of the post-1.6 strange mod conflict shenanigans)

in any case, if you want to try it out, it's actually very simple.

on your quest script you need a transaction function that handles all your gold removal, as well as set variable values if needed (usually you may want to use a quest variable initially set to value of 0 when the house is for sale, and set to value of 1 after it has been bought) and have the variables set to conditional so that they can be used in the dialgue condition functions as a way to check if the player owns the house or not.

for add-ons the best way to accomplish this is to enable parent your purchasable stuff to a xmarker that is set to initially disabled. then in each dialogue when the player purchases the add on the xmarker is enabled.

you can also use the getdisabled condition function to check if the xmarker is disabled or not. if its disabled the player has not purchased that part yet, etc. you will need to set up your conditions carefully to control which dialogue options will be visible to the player and when
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Kevan Olson
 
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Post » Thu Jun 21, 2012 11:17 am

i'm using recycled vanilla dialogue and it works as of patch 1.6, but some users are reporting that it freezes the quest with no way to advance dialogue (more of the post-1.6 strange mod conflict shenanigans)

in any case, if you want to try it out, it's actually very simple.

on your quest script you need a transaction function that handles all your gold removal, as well as set variable values if needed (usually you may want to use a quest variable initially set to value of 0 when the house is for sale, and set to value of 1 after it has been bought) and have the variables set to conditional so that they can be used in the dialgue condition functions as a way to check if the player owns the house or not.

for add-ons the best way to accomplish this is to enable parent your purchasable stuff to a xmarker that is set to initially disabled. then in each dialogue when the player purchases the add on the xmarker is enabled.

you can also use the getdisabled condition function to check if the xmarker is disabled or not. if its disabled the player has not purchased that part yet, etc. you will need to set up your conditions carefully to control which dialogue options will be visible to the player and when

Thanks for the post mate, I think I understand :) I'll have a play around this week and follow your post, see what happens.
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Allison Sizemore
 
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Post » Thu Jun 21, 2012 5:08 pm

I am eventually going to do this with my mod also. Thanks, AD for your very helpful commments :)
I have also looked at Interiors> Breezhome, Hjerim, and Proudspire Manor to see how they handled clean-up / upgrades. It is important, I think, to initially place all upgrades, then use the disable with the enable parent xmarker set to disable on a per purchase basis. IOW, on a room by room basis. Then put in the crap-state - straw, chairs stacked boxes, spiderwebs, etc. in the same exact place as the upgrades and linked to the xmarker. Set the crappy items to the opposite enable state to the parent. Then when you script the upgrades, in one action the xmarker flips the crappy to disable and the upgrade to enable.
I think there is a you-tube tutorial on this that shows how this is done, but you have to pause it a lot to get it to sink in.
You have to have the crappy stuff in the same exact spots as the upgrades so the Navmesh is consistent.
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neil slattery
 
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Post » Thu Jun 21, 2012 10:58 am

It all sounds very confusing lol.

I'll start by simply making a key req. then maybe a script where you get the key from somebody. Then one where you have to buy it. And just go from there :shrug:

Edit:

@Shalani, do you have the link to the video mate?
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Lizs
 
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Post » Thu Jun 21, 2012 11:44 am

BigDaddy:
http://www.youtube.com/watch?v=RLv9FRL9rGQ

(search Skyrim Purchase house upgrade tutorial)
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CArlos BArrera
 
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Post » Fri Jun 22, 2012 1:59 am

BigDaddy:
http://www.youtube.com/watch?v=RLv9FRL9rGQ

(search Skyrim Purchase house upgrade tutorial)

Cheers you've been a big help :)
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Jose ordaz
 
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