Sincerely need a scripter for some minor (but important) scr

Post » Thu Jun 21, 2012 8:17 pm

I really need to recruit a scripter to help me out with some stuff with my mod: The Chronicles of Steel.

I'm trying to do some cool and simple things with the mod, but I don't have a lot of time to learn Papyrus
in full. If anyone would be interested help me out with some scripting for the mod, I would be extremely grateful
and would be sure to give appropriate credit. If you're interested, either message here or send me a PM please!

Thanks!
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tegan fiamengo
 
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Post » Thu Jun 21, 2012 12:15 pm

I think you'll have better luck finding someone if you say specifically what things you want scripted.
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Kaylee Campbell
 
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Post » Thu Jun 21, 2012 2:26 pm

I might be able to help... depending on the scale, but as Il Ducey suggested, it would be better if you were more specific.
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Shiarra Curtis
 
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Post » Thu Jun 21, 2012 11:02 pm

I appreciate you taking the time out to contact me in the thread.

My mod adds a bunch of weapons to the game...a little bit over 300 weapons or so. New textures, new models, new stats, everything new.
It's a port of Waalx's Realswords/WAC mod from Oblivion. He made a bunch of Realswords Modules, containing various weapons
for each of the races in Tamriel.

Here's what I'm interested in doing with the mod right now. There's a few things, and I'm not sure which need scripting from which don't
so if anyone wants to help with any particular ones let me know.

1) Racial Bonuses Script:

Spoiler

One of the cool things Waalx's mod did was, if you fit the race that the weapon was associated with, and you equipped that particular weapon,
you'd get a small bonus to your weapon attacking stats, weapon attacking skills for that particular weapon class (such as a blade/bow/mace/etc),
and movement speed.

So for example, if I was a Nord, and I used a Realswords Nord blade, I'd get bonus. The concept he came up with was that it was a "good feel"
bonus for that race, but not something that was meant to be overpowered.

What I wanted to do was make a script that would do something similar, but with one small addition, it would also alter the weapon's attack-speed a
bit, while it was equipped. This wasn't possible in Oblivion though, so I'm not sure if its possible in Skyrim now.


Anyway, the basic implementation he came up with was like this:

There was a script for each race, but they were all pretty much identical. On the RS_Nord script for example, the pseudocode was something like...

On Player.WeaponEquip
If (Player.Race = Nord) then
Player.AddSpell (RSNordBlade)
On Player.WeaponUnequip
Player.RemoveSpell (RSNordBlade)


And in the spell 'RSNordBlade' were the desired effects he wanted to add to the player, such as Blade Skill +5, Str+5, Speed+5, etc.

But instead of adding this script to every weapon do you think this might work out better if it was done differently? Now that there are Keywords
that you can place on items, I can maybe instead add a Keyword to each particular weapon such as RSNordBlade, RSNordAxe, RSNordBow, RSNordArrow, etc
and then maybe the script can be global and work like this:

On Actor.WeaponEquip
If Weapon Keyword Contains (RSNordBlade OR RSRedguardBlade OR RSBosmerBlade OR RSBretonBlade OR RSImperialBlade OR RSAyleidBlade OR RSArgonianBlade OR RSKhajiitBlade)
then Actor.Addspell (RSBladeSpell)
If Weapon Keyword Contains (RSNordAxe OR RSRedguardAxe OR RSBosmerAxe....etc)
then Actor.AddSpell (RSAxeSpell)


I don't know if that's more or less optimized...since I dont know if placing the script on weapons directly will make it run all the time or not, or if it will run better if it only works when a weapon equip is called.

If you think there are better ways to optimize it please let me know. I think the Keywords can be useful for coding somehow though.


Ideally as for in-game implementation I would want to do some interesting effects for each of the weapon types. For example, if an actor gets the bonus,
it would give them skills such as One handed damage + 8%, Slightly more critical damage, slightly more attack speed, slightly more movement speed, bleeding
effects, etc. So if you're facing an NPC with a weapon that matches up with his race, it'll be a slightly more difficult battle than normal.

In his original implementation, it was only the player that received the spell when equipping it, but I ideally would want it to be applicable for any actor that equips
the weapon. So battles can be more hard fought if faced up against a Realswords weapon. But if you didn't match up with that race, it wouldn't help you as much
after you were victorious.

2) Already Met NPCs can update their equipment/outfits:

Spoiler

This is something I've been pulling my hair out over for a long time now.

I'm trying to get a script that can reliably update an NPC's inventory and/or outfit based on my ESP changes, but I ideally dont want to have to make
the script unique for each NPC.

Right now the game is setup so that if you meet an NPC and they are a non-respawning NPC, even if you change their inventory/outfit in an
ESP, their inventory/outfit will remain exactly as it was when you first met them or in some cases they'll be naked! I really don't want that.

There are some subtle changes I want to do to the outfits in the game to make them cooler: ie: add small details such as bags, capes, sidearms, etc.
Or make some NPC equipment make more sense.

Ie: There's an NPC in Markarth who hates the imperials, but he has an outfit with a leveled list that contains Nord AND Imperial steel shoes and bracers...
If you hate the Imperials why would you wear Imperial gear...? I want to change things like that.

Also, I want to add some weapons to non respawnable NPCs on a case by case basis, and have them update their gear when the player meets them.
Some weapons are made for Nobles, some are made for beggars, and I want each of those weapons to show to enhance their personalty.

So I'd really like a script that can make this possible somehow... it worked fine in Oblivion, but totally doesn't work in Skyrim like how I tried it.

Visual appeal and cohesion matter to me, since I want to create a much more immersive world, and a large chunk of that immersion is based on
how you interpret the people and creatures who inhabit it.


3) Leveling up in Rank in imperial Army, increases the equipment you can buy

Spoiler

If you look through my album here: http://imgur.com/a/uKKGw#0

You'll see a bunch of the weapons I ported for Realswords Imperial. While porting it I had a cool idea: What if you could unlock new
equipment for purchase as you increased in rank in the Army? Wouldn't that be cool?

So I had an idea: As you level up in Rank in the Imperial Army, they give you armor and weapons as rewards. I was planning to put my
weapons there as well. But what if you don't like the stuff they gave you? Well that's where the armory would come in handy.

As you leveled up in Rank and did missions, I was hoping to add new leveled lists to the various smiths affiliated with the Imperial Army.
Something where, as you increased in Rank, so did the weapons and armor you could obtain.

So at early stages you might only be able to get this sword: http://i.imgur.com/qpojq.jpg

But at the end of all the quests, you could buy this one: http://i.imgur.com/qyy2Y.jpg

That sort of thing.

But I'd need a script to do it I think. To add the appropriate leveled lists to the appropriate NPCs, and then update the store inventory on those NPCs based on various quest stages...

I definitely want to do it though, I think something like that is infinitely better than having everything available from the beginning.


4) Horse Patrolling Guards:

Spoiler


I made a lot of cool stuff specifically for the Imperials, and one set of equipment is made solely for cavalry.

One such item is horse armor: http://skyrim.nexusmods.com/images/73307

And there are a bunch more...but I honestly have no idea how to properly place cavalry in the game and have them be met by the player. I only
remember seeing about 3 NPCs ride horses for the entirety of my Skyrim playthrough, and none of them were Imperial Cavalry.

Ideally what I would like see would be this: You could find Imperial Cavalry patrolling in the scouting parties every once in a while, while you travelled, or
they would patrol around areas such as Solitude, Morthal, or other Imperial friendly areas. Much similar to how the Imperial Legions patrolled around the roads
in Oblivion.

Would I need to script that to work? Because I really have no clue how to do it @_@.


5) NPCs train/spar together

Spoiler

When I first went into the Companions mead hall, I saw a Nord woman and a Dunmer sparring with each other. I thought that was really cool, and wanted to do sparring
on a larger scale with any NPCs of my choosing. I would like to force two NPCs to spar with each other once a day, every day in a specific area using specific weapons.

But simliar to the horse idea, I have no idea how to go about doing this. Any help would be appreciated!


I know that's a lot of stuff, but those are just a small number of things I want to get done. That's mainly why I wanted to hire someone to work alongside me with it, since they're
all different ideas. But if anyone can help, please let me know :3
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Lakyn Ellery
 
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Post » Thu Jun 21, 2012 9:42 pm

Okay, most of what you're talking about here I wouldn't implement with scripts, which will slow down your game and screw stuff up. Here's what I'd do:

1) Instead of attaching scripts to people use SkyProc to iterate through NPCs, and if NPC.getRace().equals(NordRace) NPC.addPerk(NordWeaponPerk), and the same for the other races. These perks have an entry point that modifies attack damage, on the condition that the weapon has the keyword NordWeapon. Et voila. I could probably whip this up for you relatively easily, I can do that later today (well, actually I'm a bit busy, but could manage it this week almost certainly). You would however need to add the NordWeapon keyword to each of the Nord weapons by hand. I could do that with skyproc as well, except FormLists in skyproc and I don't get along.
2) This is tricky. I'm gonna venture a guess here (and yes, you will use a script). Here's how I would go about it. First off, make an aimed concentration fire and forget spell. All this spell does is do an addspell for a scripted constant effect ability. This constant effect ability has this script:
Scriptname ChangingRoom extends activemagiceffect;this is an empty outfitOutfit Property NullOutfit autoevent OnLoad()	 OriginalOutfit = self.GetOutfit()	 self.SetOutfit(NullOutfit)	 self.SetOutfit(OriginalOutfit)endEvent

Then make a cloak with a huge radius that will have as associated item 1 the aimed concentration spell.
Basically this means everyone the player comes into contact with will permanently have an ability that causes them to refresh their outfit any time they are loaded/rendered.
Many actors have levelled outfits, so anyone who's armor would improve if you had met them at level 50 instead of 10 will have their armor refresh.

3) I think this could be done with ways other than scripts, but if I were to try scripting it I would do as follows:
At the end of each quest that you want something to happen in, make a quest stage that all it does is iterate through a formlist and adds all the items to the merchant's associated chest. I think thats all you'd have to do to be honest.

4) No idea dude.

5) This can be managed with packages. I'd look into that on the wiki. No scripts really necessary.
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SUck MYdIck
 
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