What are you working on? (pin this?)

Post » Wed Jun 20, 2012 4:57 pm

This: http://www.youtube.com/watch?v=EuNptu7_Uog&context=C4a79a12ADvjVQa1PpcFNEcPK2D4yIXPHuo-NLpLJdhvoMzRr_piA=

Website: http://mesogea.spruz.com/Default.asp?
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Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Wed Jun 20, 2012 2:42 pm

So do FX. Fog, light beams, you name it. That's why my creative process for levels usually goes: Layout, clutter, navmesh, enemies, FX. That way I can test enemies and everything to test loot and difficulty, THEN I can add FX and make it look beautiful, without tripping over them while I navmesh.

Yeah that's a good point, I wish I had done FX last! Cant hide them at the press of a button
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Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Wed Jun 20, 2012 5:42 am

I'm working on a mod that will extend the 'Dark Brotherhood' Quest line.

Remember how you would enter the sanctuary, and your fellow brothers and sisters would be discussing their latest kills? That all stops at the end, and well i miss it, so i'm putting that back in. Also adding two new members, who are also followers with their own quests and dialog. One basically just adds about 5 death contracts.

Right now I'm just trying to polish off the death contracts, and find some decent voice actors.
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Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Wed Jun 20, 2012 2:00 pm

Here's what im working on.

http://www.gamesas.com/topic/1361374-skyrim-horde-mode-a-mod-in-progress/
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FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Wed Jun 20, 2012 7:46 am

A bit more of what I'm working on, along with a small team: http://www.youtube.com/watch?v=1GBCmK-0iLM&context=C4b175d8ADvjVQa1PpcFNEcPK2D4yIXPHuo-NLpLJdhvoMzRr_piA=
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Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am

Post » Wed Jun 20, 2012 12:39 pm

I am currently working on a Ranger faction mod that will add a new faction (RANGERS, DUH) to Skyrim who wander about and set up campsites out in the wilderness, stay for a few days, and then move on. There will be a quest chain (interesting things for sure :wink: ) to go along with them and some neat-o ranger-y abilities, such as summonable animal companions, as rewards for the quests. Think D&D style Ranger class. I'm hoping to eventually include a total wildlife / hunting system overhaul... I might also include some goodies like craftable arrows and maybe some neat utility arrows.

At the moment, I am working on scripting the various abilities that a good ranger might be able to earn over the course of his rangering career. I am open to suggestions!

Some early screenshots can be seen on my Steam Screenshots page:

http://steamcommunity.com/id/aWes0m3/screenshots/?tab=all

The pertinent screens are all dated this month.
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krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Wed Jun 20, 2012 10:23 am

I am banging my head against the wall trying to figure out why I can't get my Linked Lists to work again for a different function...making navigation maps to control the movement of various troops in a major battle. If I can get it working, I should be able to make them maneuver more efficiently than the AI can currently handle. I had the dang things working, YU NO WORK???!

The Mod I'm working on is an extension of the civil war along a different branch.
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Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Wed Jun 20, 2012 11:51 am

Wow that stuffs pretty mad :o
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Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Wed Jun 20, 2012 10:13 am

Working on creating http://www.gamesas.com/topic/1361388-wip-professional-enchanters/.

That is, I'm trying to work on it but my new hunter/archery save is distracting me :P
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Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

Post » Wed Jun 20, 2012 8:58 am

Having just finally got my Stronghold mod to a point where I'll release it for folk to look at.

I'm now going to be looking into a better shrine/blessing, NPC dialogue & some quests.
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Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Wed Jun 20, 2012 5:00 pm

I am currently working on a game overhaul mod which brings hardcoe survival to Skyrim...

Here are the main features:

- Items renamed with acronymns to make finding items much easier.
- Need stats to watch out for, like hunger, thirst, sleep and bladder (plus 8 more!).
- Primary stats have been reintroduced based on the SPECIAL system from Fallout.
- Durability for most weapons, armor and shields.
- A cripple system which makes combat even more risky.
- Containers in your inventory so you can easily organise items and remove/add items that you dont need clogging up your inventory menus.

:biggrin:
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Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Wed Jun 20, 2012 3:20 pm

I am currently working on a Ranger faction mod that will add a new faction (RANGERS, DUH) to Skyrim who wander about and set up campsites out in the wilderness, stay for a few days, and then move on. There will be a quest chain (interesting things for sure :wink: ) to go along with them and some neat-o ranger-y abilities, such as summonable animal companions, as rewards for the quests. ..... I am open to suggestions!

Do you have a thread for this? I was considering a hunters guild at one point, an organized, but largely hands off guild to take care of the hunters of skyrim. There are hunters guild offices, at least one per hold. Mostly just a lodge where the hunters can come and trade in their hunting related merchandise for guaranteed guild rates. It was set up by hunters from noble families who felt the call of the wild, and believed, with a little effort from those in power, the life of your average hunter could much less ... troublesome. Part of working under the guilds umbrella is protection from claims of poaching you always hear hunters talk about in game. Not a huge benefit since there's nothing in game about poaching, nor would it be much fun. It was to be a story element in quests to be developed later. Food for thought :D
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Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Wed Jun 20, 2012 5:19 pm

A bit more of what I'm working on, along with a small team: http://www.youtube.com/watch?v=1GBCmK-0iLM&context=C4b175d8ADvjVQa1PpcFNEcPK2D4yIXPHuo-NLpLJdhvoMzRr_piA=

This is awesome!
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Heather Stewart
 
Posts: 3525
Joined: Thu Aug 10, 2006 11:04 pm

Post » Wed Jun 20, 2012 2:34 pm

Ugh... *It's almost done...

Spoiler
ScriptName BagOfHoldingContainerScript extends ObjectReference ConditionalBool bSorting = FalseInt bMessageInt bShownOnceInt iButtonInt iCountActor Property Player AutoArmor Property BagOfHoldingARMO AutoArmor Property BagOfHoldingSortApparelARMO AutoArmor Property DecapitatedHead AutoBook Property BagOfHoldingSortBooksBOOK AutoEffectShader Property GhostFXShader AutoFormList Property BagOfHoldingSortApparelFLST AutoFormList Property BagOfHoldingSortApparelAllFLST AutoFormList Property BagOfHoldingSortArcheryFLST AutoFormList Property BagOfHoldingSortArmorFLST AutoFormList Property BagOfHoldingSortArrowsFLST AutoFormList Property BagOfHoldingSortBookFLST AutoFormList Property BagOfHoldingSortBooksFLST AutoFormList Property BagOfHoldingSortBowsFLST AutoFormList Property BagOfHoldingSortClothingFLST AutoFormList Property BagOfHoldingSortFoodFLST AutoFormList Property BagOfHoldingSortIngredientsFLST AutoFormList Property BagOfHoldingSortJewelryFLST AutoFormList Property BagOfHoldingSortKeysFLST AutoFormList Property BagOfHoldingSortMiscFLST AutoFormList Property BagOfHoldingSortNotesFLST AutoFormList Property BagOfHoldingSortOneHandedFLST AutoFormList Property BagOfHoldingSortPoisonFLST AutoFormList Property BagOfHoldingSortPotionFLST AutoFormList Property BagOfHoldingSortPotionsFLST AutoFormList Property BagOfHoldingSortScrollsFLST AutoFormList Property BagOfHoldingSortSkillBooksFLST  AutoFormList Property BagOfHoldingSortSmithingFLST AutoFormList Property BagOfHoldingSortSoulGemsFLST AutoFormList Property BagOfHoldingSortSpellTomesFLST AutoFormList Property BagOfHoldingSortStavesFLST AutoFormList Property BagOfHoldingSortTwoHandedFLST AutoFormList Property BagOfHoldingSortWeaponsFLST AutoFormList Property BagOfHoldingSortWeaponsAllFLST AutoFormList Property BagOfHoldingSortingItemsFLST AutoGlobalVariable Property BagOfHoldingSortingItemsGLOB AutoIngredient Property BagOfHoldingSortIngredientsINGR AutoKey Property BagOfHoldingSortKeysKEYM AutoKeyword Property BagOfHoldingSortingItemKYWD AutoMessage Property BagOfHoldingMESG AutoMessage Property BagOfHoldingGrabMESG AutoMessage Property BagOfHoldingMainMenuMESG AutoMessage Property BagOfHoldingOptions01MESG AutoMessage Property BagOfHoldingOptions02MESG AutoMessage Property BagOfHoldingSortApparelMESG AutoMessage Property BagOfHoldingSortArcheryMESG AutoMessage Property BagOfHoldingSortArmorMESG AutoMessage Property BagOfHoldingSortBookMESG AutoMessage Property BagOfHoldingSortBooksAllMESG AutoMessage Property BagOfHoldingSortBooksMESG AutoMessage Property BagOfHoldingSortFoodMESG AutoMessage Property BagOfHoldingSortingMESG AutoMessage Property BagOfHoldingSortIngredientsMESG AutoMessage Property BagOfHoldingSortJewelryMESG AutoMessage Property BagOfHoldingSortKeysMESG AutoMessage Property BagOfHoldingSortMiscMESG AutoMessage Property BagOfHoldingSortNotesMESG AutoMessage Property BagOfHoldingSortOneHandedMESG AutoMessage Property BagOfHoldingSortPotionsMESG AutoMessage Property BagOfHoldingSortScrollsMESG AutoMessage Property BagOfHoldingSortSkillBooksMESG AutoMessage Property BagOfHoldingSortSmithingGoodsMESG AutoMessage Property BagOfHoldingSortSoulGemsMESG AutoMessage Property BagOfHoldingSortSpellTomesMESG AutoMessage Property BagOfHoldingSortStavesMESG AutoMessage Property BagOfHoldingSortTwoHandedMESG AutoMessage Property BagOfHoldingSortWeaponsMESG AutoMiscObject Property BagOfHoldingSortMiscMISC AutoPotion Property BagOfHoldingSortFoodALCH AutoPotion Property BagOfHoldingSortPotionsALCH AutoScroll Property BagOfHoldingSortScrollsSCRL AutoWeapon Property BagOfHoldingSortWeaponsWEAP Auto;===============================================Event OnLoad()	bMessage = 1	GhostFXShader.Play(Self)	BlockActivation()EndEvent;===============================================Event OnUnload()	If IsDisabled()		If Player.GetItemCount(BagOfHoldingARMO)			MoveToMyEditorLocation()		EndIf	EndIfEndEvent;===============================================Event OnGrab()	bMessage = 1	BlockActivation()EndEvent;===============================================Event OnActivate(ObjectReference akActionRef)		If akActionRef == Player		If (Player.GetItemCount(BagOfHoldingARMO))			BlockActivation(False)			Menu()		ElseIf bMessage			Menu()		EndIf	EndIfEndEvent;===============================================Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)	If bSorting	ElseIf akBaseItem == BagOfHoldingARMO		iCount = Player.GetItemCount(BagOfHoldingARMO)		Player.RemoveItem(BagOfHoldingARMO, iCount, True)		RemoveItem(akBaseItem, 1, True, Player)		Menu()	ElseIf akBaseItem.HasKeyword(BagOfHoldingSortingItemKYWD)		If akBaseItem == BagOfHoldingSortWeaponsWEAP			If GetItemCount(BagOfHoldingSortWeaponsFLST)			ElseIf !Player.GetItemCount(BagOfHoldingSortWeaponsFLST)				RemoveItem(akBaseItem)			EndIf		ElseIf akBaseItem == BagOfHoldingSortApparelARMO			If GetItemCount(BagOfHoldingSortApparelFLST)			ElseIf !Player.GetItemCount(BagOfHoldingSortApparelFLST)				RemoveItem(akBaseItem)			EndIf		ElseIf akBaseItem == BagOfHoldingSortPotionsALCH			If GetItemCount(BagOfHoldingSortPotionsFLST)			ElseIf !Player.GetItemCount(BagOfHoldingSortPotionsFLST)				RemoveItem(akBaseItem)			EndIf		ElseIf akBaseItem == BagOfHoldingSortScrollsSCRL			If GetItemCount(BagOfHoldingSortScrollsFLST)			ElseIf !Player.GetItemCount(BagOfHoldingSortScrollsFLST)				RemoveItem(akBaseItem)			EndIf		ElseIf akBaseItem == BagOfHoldingSortFoodALCH			If GetItemCount(BagOfHoldingSortFoodFLST)			ElseIf !Player.GetItemCount(BagOfHoldingSortFoodFLST)				RemoveItem(akBaseItem)			EndIf		ElseIf akBaseItem == BagOfHoldingSortIngredientsINGR			If GetItemCount(BagOfHoldingSortIngredientsFLST)			ElseIf !Player.GetItemCount(BagOfHoldingSortIngredientsFLST)				RemoveItem(akBaseItem)			EndIf		ElseIf akBaseItem == BagOfHoldingSortBooksBOOK			If GetItemCount(BagOfHoldingSortBooksFLST)			ElseIf !Player.GetItemCount(BagOfHoldingSortBooksFLST)				RemoveItem(akBaseItem)			EndIf		ElseIf akBaseItem == BagOfHoldingSortKeysKEYM			If GetItemCount(BagOfHoldingSortKeysFLST)			ElseIf !Player.GetItemCount(BagOfHoldingSortKeysFLST)				RemoveItem(akBaseItem)			EndIf		ElseIf akBaseItem == BagOfHoldingSortMiscMISC			If GetItemCount(BagOfHoldingSortMiscFLST)			ElseIf !Player.GetItemCount(BagOfHoldingSortMiscFLST)				RemoveItem(akBaseItem)			EndIf		EndIf		iCount = GetItemCount(akBaseItem)		If (iCount > 1)			iCount -= 1			RemoveItem(akBaseItem, iCount)		EndIf	EndIfEndEvent;===============================================Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)	If bSorting	ElseIf akBaseItem.HasKeyword(BagOfHoldingSortingItemKYWD)		If akDestContainer.GetItemCount(BagOfHoldingSortingItemsFLST) > 1			iCount = akDestContainer.GetItemCount(BagOfHoldingSortingItemsFLST)			akDestContainer.RemoveItem(BagOfHoldingSortingItemsFLST, iCount, True, Self)		Else			akDestContainer.RemoveItem(akBaseItem, 1, True, Self)			Int iListIndex = 1			While akBaseItem != BagOfHoldingSortingItemsFLST.GetAt(iListIndex)				iListIndex += 1			EndWhile			Menu(iListIndex)		EndIf	EndIfEndEvent;*************************************************Function Menu(Int aiMessage = 0, Int aiButton = 0, Bool abMenu = True)	While abMenu		If bSorting		ElseIf (aiButton == -1)		ElseIf (aiMessage == -3) ; Sorting			aiButton = BagOfHoldingSortingMESG.Show()			If (aiButton == 9) ; Back				aiMessage = 0			Else				aiMessage = aiButton + 1			EndIf		ElseIf (aiMessage == -2) ; Options 02			aiButton = BagOfHoldingOptions02MESG.Show()			If (aiButton == 0) ;			ElseIf (aiButton == 1) ;			ElseIf (aiButton == 2) ;			ElseIf (aiButton == 3) ;			ElseIf (aiButton == 4) ;			ElseIf (aiButton == 5) ;			ElseIf (aiButton == 6) ;			ElseIf (aiButton == 7) ;			ElseIf (aiButton == 8) ; Back				aiMessage = -1			ElseIf (aiButton == 9) ; Done				abMenu = False			EndIf		ElseIf (aiMessage == -1) ; Options 01			aiButton = BagOfHoldingOptions01MESG.Show()			If (aiButton == 0) ; Default Access Mode			ElseIf (aiButton == 1) || (aiButton == 2) ; Sorting Items On/Off				iCount = GetItemCount(BagOfHoldingSortingItemsFLST)				RemoveItem(BagOfHoldingSortingItemsFLST, iCount, True)				If (aiButton == 1) ; On					BagOfHoldingSortingItemsGLOB.SetValue(0)				ElseIf (aiButton == 2) ; Off					BagOfHoldingSortingItemsGLOB.SetValue(100)				EndIf			ElseIf (aiButton == 3) ;			ElseIf (aiButton == 4) ;			ElseIf (aiButton == 5) ;			ElseIf (aiButton == 6) ;			ElseIf (aiButton == 7) ; Back				aiMessage = 0			ElseIf (aiButton == 8) ; More				aiMessage = -2			ElseIf (aiButton == 9) ; Done				abMenu = False			EndIf		ElseIf (aiMessage == 0) ; Main Menu			aiButton = BagOfHoldingMainMenuMESG.Show()			If (aiButton == 0) ; Open				BlockActivation(False)				Activate(Player)				bMessage = 0				If !bShownOnce					bShownOnce = 1					BagOfHoldingGrabMESG.Show()				EndIf				abMenu = False			ElseIf (aiButton == 1) ; Sort				aiMessage = -3			ElseIf (aiButton == 2) ; Take				Disable()				bMessage = 1				Player.AddItem(BagOfHoldingARMO, 1)				BlockActivation(False)				abMenu = False			ElseIf (aiButton == 3) ;			ElseIf (aiButton == 4) ;			ElseIf (aiButton == 5) ;			ElseIf (aiButton == 6) ;			ElseIf (aiButton == 7) ;			ElseIf (aiButton == 8) ; Options				aiMessage = -1			ElseIf (aiButton == 9) ; Done				abMenu = !abMenu			EndIf		ElseIf (aiMessage == 1) ; Weapons			aiButton = BagOfHoldingSortWeaponsMESG.Show()			If (aiButton < 2) ; All				Sort(BagOfHoldingSortWeaponsFLST, aiButton As Bool, 1, aiButton As Bool)			ElseIf (aiButton == 2) ; Archery				aiButton = BagOfHoldingSortArcheryMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortBowsFLST, aiButton As Bool, 1)				ElseIf (aiButton < 4)					Sort(BagOfHoldingSortArrowsFLST, aiButton - 2 As Bool, 1)				EndIf			ElseIf (aiButton == 3) ; One Handed				aiButton = BagOfHoldingSortOneHandedMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortOneHandedFLST, aiButton As Bool, 1)				EndIf			ElseIf (aiButton == 4) ; Two Handed				aiButton = BagOfHoldingSortTwoHandedMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortTwoHandedFLST, aiButton As Bool, 1)				EndIf			ElseIf (aiButton == 5) ; Staves				aiButton = BagOfHoldingSortStavesMESG.Show()				If (aiButton < 2) ; Take					Sort(BagOfHoldingSortStavesFLST, aiButton As Bool, 1)				EndIf			ElseIf (aiButton == 6) ;			ElseIf (aiButton == 7) ;			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				abMenu = False			EndIf		ElseIf (aiMessage == 2) ; Apparel			aiButton = BagOfHoldingSortApparelMESG.Show()			If (aiButton == 0) ; Armor				aiButton = BagOfHoldingSortArmorMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortArmorFLST, aiButton As Bool, 2, aiButton As Bool)				EndIf			ElseIf (aiButton == 1) ; Clothing				aiButton = BagOfHoldingSortJewelryMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortClothingFLST, aiButton As Bool, 2)				EndIf			ElseIf (aiButton == 2) ; Jewelry				aiButton = BagOfHoldingSortJewelryMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortJewelryFLST, aiButton As Bool, 2)				EndIf			ElseIf (aiButton == 3) ;			ElseIf (aiButton == 4) ;			ElseIf (aiButton == 5) ;			ElseIf (aiButton == 6) ;			ElseIf (aiButton == 7) ;			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				abMenu = False			EndIf		ElseIf (aiMessage == 3) ; Potions			aiButton = BagOfHoldingSortPotionsMESG.Show()			If (aiButton < 2) ; Take/Stash All				Sort(BagOfHoldingSortPotionsFLST, aiButton As Bool)			ElseIf (aiButton == 2) ; Take Potions				Sort(BagOfHoldingSortPotionFLST)			ElseIf (aiButton == 3) ; Stash Potions				Sort(BagOfHoldingSortPotionFLST, True)			ElseIf (aiButton == 4) ; Take Poisons				Sort(BagOfHoldingSortPoisonFLST)			ElseIf (aiButton == 5) ; Stash Poisons				Sort(BagOfHoldingSortPoisonFLST, True)			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				abMenu = False			EndIf		ElseIf (aiMessage == 4) ; Scrolls			aiButton = BagOfHoldingSortScrollsMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortScrollsFLST, aiButton As Bool)			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				abMenu = False			EndIf		ElseIf (aiMessage == 5) ; Food			aiButton = BagOfHoldingSortFoodMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortFoodFLST, aiButton As Bool)			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				abMenu = False			EndIf		ElseIf (aiMessage == 6) ; Ingredients			aiButton = BagOfHoldingSortIngredientsMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortIngredientsFLST, aiButton As Bool)			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				abMenu = False			EndIf		ElseIf (aiMessage == 7) ; Books			aiButton = BagOfHoldingSortBooksMESG.Show()			If (aiButton == 0) ; All				aiButton = BagOfHoldingSortBooksAllMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortBooksFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 1) ; Books				aiButton = BagOfHoldingSortBookMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortBookFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 2) ; Notes				aiButton = BagOfHoldingSortNotesMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortNotesFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 3) ; Skill Books				aiButton = BagOfHoldingSortSkillBooksMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortSkillBooksFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 4) ; Spell Tomes				aiButton = BagOfHoldingSortSpellTomesMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortSpellTomesFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				abMenu = False			EndIf		ElseIf (aiMessage == 8) ; Keys			aiButton = BagOfHoldingSortKeysMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortKeysFLST, aiButton As Bool)			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				abMenu = False			EndIf		ElseIf (aiMessage == 9) ; Misc			aiButton = BagOfHoldingSortMiscMESG.Show()			If (aiButton == 0) ; All			ElseIf (aiButton == 1) ; Clutter			ElseIf (aiButton == 2) ; Gems			ElseIf (aiButton == 3) ; Soul Gemss			ElseIf (aiButton == 4) ; Smiting Goods			ElseIf (aiButton == 5) ;			ElseIf (aiButton == 6) ;			ElseIf (aiButton == 7) ;			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				abMenu = False			EndIf		EndIf	EndWhile	EndFunction;**************************************************Function Sort(FormList akCurrentList = None, Bool abStashing = False, Int aiMode = 0, Bool abStashingAll = False, ObjectReference akDonor = None, ObjectReference akRecipient = None, Form akCurrentForm = None, Int aiListIndex = 0, Int aiListOfListsIndex = 0, Int aiCount = 0)	bSorting = True	If abStashing		akDonor = Player		akRecipient = Self		If aiMode			If !Player.IsEquipped(akCurrentList)				aiMode = 0			EndIf		EndIf	Else		aiMode = 0		akDonor = Self		akRecipient = Player	EndIf	If (aiMode == 0); Normal sorting		While akDonor.GetItemCount(akCurrentList)			aiCount = akDonor.GetItemCount(akCurrentList)			akDonor.RemoveItem(akCurrentList, aiCount, True, akRecipient)		EndWhile	ElseIf (aiMode == 1) ; Weapon sorting		If abStashingAll			aiListOfListsIndex = (BagOfHoldingSortWeaponsAllFLST.GetSize() - 1)			While (aiListOfListsIndex > -1)				akCurrentList = BagOfHoldingSortWeaponsAllFLST.GetAt(aiListOfListsIndex) As FormList				If Player.GetItemCount(akCurrentList)					If Player.IsEquipped(akCurrentList)						aiListIndex = (akCurrentList.GetSize() - 1)						While (aiListIndex > -1)							akCurrentForm = akCurrentList.GetAt(aiListIndex) As Weapon							aiCount = Player.GetItemCount(akCurrentForm)							If Player.GetEquippedWeapon(True) == akCurrentForm								aiCount -= 1							EndIf							If Player.GetEquippedWeapon() == akCurrentForm								aiCount -= 1							EndIf							Player.RemoveItem(akCurrentForm, aiCount, True, Self)							If Player.GetItemCount(akCurrentList)								aiListIndex -= 1							Else								aiListIndex = -1							EndIf						EndWhile						aiListOfListsIndex -= 1					Else						aiCount = Player.GetItemCount(akCurrentList)						Player.RemoveItem(akCurrentList, iCount, True, Self)						aiListOfListsIndex -= 1					EndIf				Else					aiListOfListsIndex -= 1				EndIf			EndWhile		Else			aiListIndex = (akCurrentList.GetSize() - 1)			While (aiListIndex > -1)				akCurrentForm = akCurrentList.GetAt(aiListIndex) As Weapon				aiCount = Player.GetItemCount(akCurrentForm)				If Player.GetEquippedWeapon(True) == akCurrentForm					aiCount -= 1				EndIf				If Player.GetEquippedWeapon() == akCurrentForm					aiCount -= 1				EndIf				Player.RemoveItem(akCurrentForm, aiCount, True, Self)				If Player.GetItemCount(akCurrentList)					aiListIndex -= 1				Else					aiListIndex = -1				EndIf			EndWhile		EndIf	ElseIf (aiMode == 2) ; Apparel sorting		If abStashingAll			aiListOfListsIndex = (BagOfHoldingSortApparelAllFLST.GetSize() - 1)			While (aiListOfListsIndex > -1)				akCurrentList = BagOfHoldingSortWeaponsAllFLST.GetAt(aiListOfListsIndex) As FormList				If Player.GetItemCount(akCurrentList)					If Player.IsEquipped(akCurrentList)						aiListIndex = (akCurrentList.GetSize() - 1)						While (aiListIndex > -1)							akCurrentForm = akCurrentList.GetAt(aiListIndex) As Armor							aiCount = Player.GetItemCount(akCurrentForm)							If Player.IsEquipped(akCurrentForm)								aiCount -= 1							EndIf							Player.RemoveItem(akCurrentForm, aiCount, True, Self)							If Player.GetItemCount(akCurrentList)								aiListIndex -= 1							Else								aiListIndex = -1							EndIf						EndWhile						aiListOfListsIndex -= 1					Else						aiCount = Player.GetItemCount(akCurrentList)						Player.RemoveItem(akCurrentList, iCount, True, Self)						aiListOfListsIndex -= 1					EndIf				Else					aiListOfListsIndex -= 1				EndIf			EndWhile		Else			aiListIndex = (akCurrentList.GetSize() - 1)			While (aiListIndex > -1)				akCurrentForm = akCurrentList.GetAt(aiListIndex) As Armor				aiCount = Player.GetItemCount(akCurrentForm)				If Player.IsEquipped(akCurrentForm)					aiCount -= 1				EndIf				Player.RemoveItem(akCurrentForm, aiCount, True, Self)				If Player.GetItemCount(akCurrentList)					aiListIndex -= 1				Else					aiListIndex = -1				EndIf			EndWhile		EndIf	EndIf	bSorting = False	AddItem(DecapitatedHead)	Player.AddItem(DecapitatedHead, 1, True)	RemoveItem(DecapitatedHead)	Player.RemoveItem(DecapitatedHead, 1, True)	Debug.Notification("Sorting done.")EndFunction

*update to http://skyrim.nexusmods.com/downloads/file.php?id=8066 with multilevel, looping, sieving menu action.

I hope you pull that long awesome script off.
User avatar
HARDHEAD
 
Posts: 3499
Joined: Sun Aug 19, 2007 5:49 am

Post » Wed Jun 20, 2012 4:39 am

Jakisthe and I are working on a complete Vampire Overhaul, titled Belua Sanguinare Revisited. The changes currently implemented are too numerous to cover here. We have a thread http://forums.nexusmods.com/index.php?/topic/525207-wip-belua-sanguinare-revisitedalong with a few teaser videos available on my channel http://www.youtube.com/user/m0f0m0j0?feature=mhee.

Brief overview of implemented features. I'm sure I'm missing a few:
  • Five vampire levels from Fledgling to Sire
  • Progression based on specific requirements, i.e. Feed Kills, Feed Damage, Feed Amount.
  • Dynamic Sunlight Damage
  • Hunger Management System
  • Hunger Levels that adjust the various mechanics, both negative and positive impacts
  • Creating Thralls
  • Incredible attention to balance. As the player get's inevitibly more powerful, their weaknesses are also increased.
  • Stage Progression is optional, Stage Regression (when starving) also optional.
  • Very configurable to the players own needs as far as progression, regression, hunger management/control.
  • Patrolling Vigilant's
  • Radiant Quests for Bounty Hunters
  • Vampire Journal which tracks your progress, Title, satiation levels, etc,.
We enter into beta testing very soon. If you're interested, and can provide constructive feedback, come join us in the thread and PM Jakisthe to see if there's room for the initial limited release. Once we get feedback from a week or so of testing we'll implement appropriate feedback changes and push for our initial public release.
Planned:
  • More Radiant quests with different purposes
  • Siring Vampires
  • Questlines which reward unique abilities
  • Additional City loosely based on TES Lore
-MM
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Wed Jun 20, 2012 1:30 pm

So many major mods in the works :o
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Wed Jun 20, 2012 4:29 pm

*Cough cough* http://cloud.steampowered.com/ugc/560937156387355868/A6849CCE91337412B7067D900E33D138BC384D48/ :D
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Wed Jun 20, 2012 9:22 am

My bad, I tried looking for a duplicate thread. One of these should definitely get pinned (and his was first)
Pinned threads are generally reserved for important and useful information. Threads here are locked after 200 posts, so the moderators would have to constantly unpin and re-pin new threads. So its easier to just let the threads stay free floating in the event they die out. If they are active, they will stay within the first few pages.

We already have 8 pinned threads. We don't need another one clogging up the first page.
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Wed Jun 20, 2012 6:52 am

Skyrim was missing one important thing .... http://tesalliance.org/forums/uploads/1332820049/gallery_378_305_262625.jpg
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Wed Jun 20, 2012 6:13 am

Pinned threads are generally reserved for important and useful information. Threads here are locked after 200 posts, so the moderators would have to constantly unpin and re-pin new threads. So its easier to just let the threads stay free floating in the event they die out. If they are active, they will stay within the first few pages.

We already have 8 pinned threads. We don't need another one clogging up the first page.

Okay

Skyrim was missing one important thing .... http://tesalliance.org/forums/uploads/1332820049/gallery_378_305_262625.jpg

YES!
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Wed Jun 20, 2012 6:02 pm

I'm building a nordic longhouse for my viking type Nord warrior. I've spent SO much time on this and am almost ready for release, although I'm struggling with a few things that I'd really like to clear up prior to making if official. I've seen too many mods that were released half-assed to do the same.

I'm pretty excited about it as it's awesome being able to shape a house to your own specific needs and desires.
User avatar
Lifee Mccaslin
 
Posts: 3369
Joined: Fri Jun 01, 2007 1:03 am

Post » Wed Jun 20, 2012 6:39 pm

I hope you pull that long awesome script off.
Thanks, and yeah that thing's a monster (sorting everything turned out to be a lot more than I'd bargained for)! Seems to be working well so far, but I'm waiting for more feedback from http://skyrim.nexusmods.com/downloads/file.php?id=8066 before wrapping up the weapon/apparel sorting and yanking the 'beta' tag.

It's changed some since:
Spoiler
ScriptName BagOfHoldingContainerScript extends ObjectReference ConditionalBool bMessage = FalseBool bGrabMessageShown = FalseBool bVar = FalseForm FormVar = NoneFormList FormListVar = NoneInt iVar = 0Actor Property Player AutoArmor Property BagOfHoldingARMO AutoArmor Property DecapitatedHead AutoBool Property bBagAcquired Auto ConditionalBool Property bMenu Auto ConditionalBool Property bSorting Auto ConditionalBool Property bSortingItems = True Auto ConditionalBool Property bTesting Auto ConditionalEffectShader Property GhostFXShader AutoFormList Property BagOfHoldingCategoryFLST AutoFormList Property BagOfHoldingItemFLST AutoFormList Property BagOfHoldingSortApparelAllFLST AutoFormList Property BagOfHoldingSortApparelFLST AutoFormList Property BagOfHoldingSortArcheryFLST AutoFormList Property BagOfHoldingSortArmorFLST AutoFormList Property BagOfHoldingSortArrowsFLST AutoFormList Property BagOfHoldingSortBookFLST AutoFormList Property BagOfHoldingSortBooksFLST AutoFormList Property BagOfHoldingSortBowsFLST AutoFormList Property BagOfHoldingSortClothingFLST AutoFormList Property BagOfHoldingSortClutterFLST AutoFormList Property BagOfHoldingSortFoodFLST AutoFormList Property BagOfHoldingSortGemsFLST AutoFormList Property BagOfHoldingSortHeavyArmorFLST AutoFormList Property BagOfHoldingSortIngredientsFLST AutoFormList Property BagOfHoldingSortJewelryFLST AutoFormList Property BagOfHoldingSortKeysFLST AutoFormList Property BagOfHoldingSortLightArmorFLST AutoFormList Property BagOfHoldingSortMiscFLST AutoFormList Property BagOfHoldingSortNotesFLST AutoFormList Property BagOfHoldingSortOneHandedFLST AutoFormList Property BagOfHoldingSortPoisonFLST AutoFormList Property BagOfHoldingSortPotionFLST AutoFormList Property BagOfHoldingSortPotionAndPoisonFLST AutoFormList Property BagOfHoldingSortScrollsFLST AutoFormList Property BagOfHoldingSortShieldsFLST AutoFormList Property BagOfHoldingSortSkillBooksFLST  AutoFormList Property BagOfHoldingSortSmithingFLST AutoFormList Property BagOfHoldingSortSoulGemsFLST AutoFormList Property BagOfHoldingSortSpellTomesFLST AutoFormList Property BagOfHoldingSortStavesFLST AutoFormList Property BagOfHoldingSortTwoHandedFLST AutoFormList Property BagOfHoldingSortWeaponsAllFLST AutoFormList Property BagOfHoldingSortWeaponsFLST AutoInt Property iAccessMode Auto ConditionalLeveledItem Property BagOfHoldingLVLI AutoMessage Property BagOfHoldingConfirmationMESG AutoMessage Property BagOfHoldingDeliveryMESG AutoMessage Property BagOfHoldingDefaultActivationMESG AutoMessage Property BagOfHoldingGrabMESG AutoMessage Property BagOfHoldingMainMenuMESG AutoMessage Property BagOfHoldingOptionsMESG AutoMessage Property BagOfHoldingTestingMESG AutoMessage Property BagOfHoldingSortApparelMESG AutoMessage Property BagOfHoldingSortArcheryMESG AutoMessage Property BagOfHoldingSortArmorMESG AutoMessage Property BagOfHoldingSortBookMESG AutoMessage Property BagOfHoldingSortBooksMESG AutoMessage Property BagOfHoldingSortClothingMESG AutoMessage Property BagOfHoldingSortClutterMESG AutoMessage Property BagOfHoldingSortFoodMESG AutoMessage Property BagOfHoldingSortGemsMESG AutoMessage Property BagOfHoldingSortHeavyArmorMESG AutoMessage Property BagOfHoldingSortIngredientsMESG AutoMessage Property BagOfHoldingSortJewelryMESG AutoMessage Property BagOfHoldingSortKeysMESG AutoMessage Property BagOfHoldingSortLightArmorMESG AutoMessage Property BagOfHoldingSortMiscMESG AutoMessage Property BagOfHoldingSortNotesMESG AutoMessage Property BagOfHoldingSortOneHandedMESG AutoMessage Property BagOfHoldingSortPotionsMESG AutoMessage Property BagOfHoldingSortScrollsMESG AutoMessage Property BagOfHoldingSortShieldsMESG AutoMessage Property BagOfHoldingSortSkillBooksMESG AutoMessage Property BagOfHoldingSortSmithingMESG AutoMessage Property BagOfHoldingSortSoulGemsMESG AutoMessage Property BagOfHoldingSortSpellTomesMESG AutoMessage Property BagOfHoldingSortStavesMESG AutoMessage Property BagOfHoldingSortTwoHandedMESG AutoMessage Property BagOfHoldingSortWeaponsMESG AutoMessage Property BagOfHoldingSortingMESG AutoMessage Property BagOfHoldingSpoilerMESG AutoMessage Property BagOfHoldingSpoilerOptMESG AutoObjectReference Property MapMarkerAnsilvundREF AutoQuest Property BagOfHoldingQUST AutoEvent OnLoad()	bMessage = 1	GhostFXShader.Play(Self)	BlockActivation()EndEventEvent OnUnload()	If IsDisabled()		If Player.GetItemCount(BagOfHoldingARMO)			MoveToMyEditorLocation()		EndIf	EndIfEndEventEvent OnGrab()	bMessage = 1	BlockActivation()EndEventEvent OnActivate(ObjectReference akActionRef)	If akActionRef == Player		AddItem(DecapitatedHead)		If Player.GetItemCount(BagOfHoldingARMO)			If iAccessMode == 2				If !bMenu					Menu()				EndIf			ElseIf IsActivationBlocked() != iAccessMode As Bool				If !iAccessMode					If !bMenu						Menu()					EndIf					Utility.Wait(0.1)					BlockActivation(False)				EndIf			ElseIf IsActivationBlocked()				If !bMenu					Menu()				EndIf			EndIf		ElseIf bMessage			If !bMenu				Menu()			EndIf		ElseIf !bGrabMessageShown			bGrabMessageShown = 1			BagOfHoldingGrabMESG.Show()		EndIf	EndIfEndEventEvent OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)	If akBaseItem == BagOfHoldingARMO		Player.RemoveItem(akBaseItem, Player.GetItemCount(BagOfHoldingARMO), True)		RemoveItem(akBaseItem, 1, True, Player)		If !bMenu			Menu()		EndIf	ElseIf akBaseItem == DecapitatedHead		RemoveItem(akBaseItem)		Player.AddItem(akBaseItem, 1, True)		Player.RemoveItem(akBaseItem, 1, True)		If bSortingItems			iVar = 1			While (iVar < 10)				FormListVar = BagOfHoldingCategoryFLST.GetAt(iVar) As FormList				FormVar = BagOfHoldingItemFLST.GetAt(iVar) As Form				Player.RemoveItem(FormVar, Player.GetItemCount(FormVar), True)				RemoveItem(FormVar, GetItemCount(FormVar) - 1)				If GetItemCount(FormVar) As Bool != (GetItemCount(FormListVar) || Player.GetItemCount(FormListVar)) As Bool					If GetItemCount(FormVar)						RemoveItem(FormVar)					Else						AddItem(FormVar)					EndIf				EndIf				iVar += 1			EndWhile		EndIf	EndIfEndEventEvent OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)	If bSortingItems		If BagOfHoldingItemFLST.HasForm(akBaseItem)			If Player.GetItemCount(BagOfHoldingItemFLST) > 2				Player.RemoveItem(akBaseItem, akDestContainer.GetItemCount(akBaseItem), True)				If !Player.GetItemCount(BagOfHoldingARMO)					Player.AddItem(BagOfHoldingARMO, 1, True)				EndIf			Else				iVar = 1				AddItem(akBaseItem)				Player.RemoveItem(akBaseItem, Player.GetItemCount(akBaseItem), True)				While akBaseItem != BagOfHoldingItemFLST.GetAt(iVar)					iVar += 1				EndWhile				Menu(iVar)			EndIf		EndIf	EndIfEndEventFunction Menu(Int aiMessage = 0, Int aiButton = 0)	bMenu = True	While bMenu		If bSorting		ElseIf (aiButton == -1)		ElseIf (aiMessage == -3) ; Sorting			aiButton = BagOfHoldingSortingMESG.Show()			If (aiButton == 9) ; Back				aiMessage = 0			Else				aiMessage = aiButton + 1			EndIf		ElseIf (aiMessage == -2) ; Testing			aiButton = BagOfHoldingTestingMESG.Show()			If (aiButton == 9) ; Back				aiMessage = -1			Else				TestList(BagOfHoldingCategoryFLST.GetAt(aiButton + 1) As FormList, GetItemCount(BagOfHoldingCategoryFLST.GetAt(aiButton + 1) As FormList) As Bool)			EndIf		ElseIf (aiMessage == -1) ; Options			aiButton = BagOfHoldingOptionsMESG.Show()			If (aiButton == 0) ; Default Access Mode				aiButton = BagOfHoldingDefaultActivationMESG.Show()				iAccessMode = aiButton			ElseIf (aiButton < 3) ; Sorting Items On/Off				RemoveItem(BagOfHoldingItemFLST, GetItemCount(BagOfHoldingItemFLST))				If (aiButton == 1) ; On					bSortingItems = True				ElseIf (aiButton == 2) ; Off					bSortingItems = False				EndIf				AddItem(DecapitatedHead)			ElseIf (aiButton == 3) ; Forfeit to find as quest reward				aiButton = BagOfHoldingDeliveryMESG.Show()				If (aiButton == 2)					aiButton = BagOfHoldingConfirmationMESG.Show()					If (aiButton == 0) ; Yes						bMenu = False						bBagAcquired = False						BagOfHoldingQUST.Stop()						RemoveItem(BagOfHoldingItemFLST, GetItemCount(BagOfHoldingItemFLST))						RemoveAllItems(Player, True, True)						Player.RemoveItem(BagOfHoldingARMO, Player.GetItemCount(BagOfHoldingARMO), True)						BlockActivation()						aiButton = BagOfHoldingSpoilerOptMESG.Show()						If (aiButton == 0) ; Yes							aiButton = BagOfHoldingSpoilerMESG.Show()							If (aiButton == 0)								MapMarkerAnsilvundREF.AddToMap()							EndIf						EndIf						Utility.Wait(0.1)						RemoveAllItems(Player, True, True)						AddItem(BagOfHoldingLVLI)					EndIf				EndIf;			ElseIf (aiButton == 4) ; ;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; 			ElseIf (aiButton == 7) ; Testing				aiMessage = -2			ElseIf (aiButton == 8) ; Back				aiMessage = 0			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 0) ; Main Menu			aiButton = BagOfHoldingMainMenuMESG.Show()			If (aiButton < 2) ; Open/Access				BlockActivation(False)				If !Player.GetItemCount(BagOfHoldingARMO)					bMessage = 0					BlockActivation(False)				EndIf				Activate(Player)				Utility.WaitMenuMode(0.1)				bMenu = False			ElseIf (aiButton == 2) ; Sort				aiMessage = -3			ElseIf (aiButton == 3) ; Take				Disable()				bMessage = 1				Player.AddItem(BagOfHoldingARMO, 1)				BlockActivation(iAccessMode As Bool)				bMenu = False;			ElseIf (aiButton == 4) ; ;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Options				aiMessage = -1			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 1) ; Weapons			aiButton = BagOfHoldingSortWeaponsMESG.Show()			If (aiButton < 2) ; All				Sort(BagOfHoldingSortWeaponsFLST, aiButton As Bool, 1, aiButton As Bool)			ElseIf (aiButton == 2) ; Archery				aiButton = BagOfHoldingSortArcheryMESG.Show()				If (aiButton < 2) ; All					Sort(BagOfHoldingSortArcheryFLST, aiButton As Bool, 1, aiButton As Bool)				ElseIf (aiButton == 2) ; Take Bows					Sort(BagOfHoldingSortBowsFLST, False, 1)				ElseIf (aiButton == 3) ; Stash Bows					Sort(BagOfHoldingSortBowsFLST, True, 1, True)				ElseIf (aiButton == 4) ; Take Arrows					Sort(BagOfHoldingSortArrowsFLST, False, 1)				ElseIf (aiButton == 5) ; Stash Arrows					Sort(BagOfHoldingSortArrowsFLST, True, 1, True);				ElseIf (aiButton == 6) ; ;				ElseIf (aiButton == 7) ; 				ElseIf (aiButton == 8) ; Back					aiMessage = -3				ElseIf (aiButton == 9) ; Done					bMenu = False								EndIf			ElseIf (aiButton == 3) ; One Handed				aiButton = BagOfHoldingSortOneHandedMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortOneHandedFLST, aiButton As Bool, 1)				EndIf			ElseIf (aiButton == 4) ; Two Handed				aiButton = BagOfHoldingSortTwoHandedMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortTwoHandedFLST, aiButton As Bool, 1)				EndIf			ElseIf (aiButton == 5) ; Staves				aiButton = BagOfHoldingSortStavesMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortStavesFLST, aiButton As Bool, 1)				EndIf;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 2) ; Apparel			aiButton = BagOfHoldingSortApparelMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortApparelFLST, aiButton As Bool, 2, aiButton As Bool)			ElseIf (aiButton == 2) ; Armor				aiButton = BagOfHoldingSortArmorMESG.Show()				If (aiButton < 2) ; All					Sort(BagOfHoldingSortArmorFLST, aiButton As Bool, 2)				ElseIf (aiButton == 2) ; Light Armor					aiButton = BagOfHoldingSortLightArmorMESG.Show()					If (aiButton < 2)						Sort(BagOfHoldingSortLightArmorFLST, aiButton As Bool, 2)					EndIf				ElseIf (aiButton == 3) ; Heavy Armor					aiButton = BagOfHoldingSortHeavyArmorMESG.Show()					If (aiButton < 2)						Sort(BagOfHoldingSortHeavyArmorFLST, aiButton As Bool, 2)					EndIf				ElseIf (aiButton == 4) ; Shields					aiButton = BagOfHoldingSortShieldsMESG.Show()					If (aiButton < 2)						Sort(BagOfHoldingSortShieldsFLST, aiButton As Bool, 2)					EndIf				EndIf			ElseIf (aiButton == 3) ; Clothing				aiButton = BagOfHoldingSortClothingMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortClothingFLST, aiButton As Bool, 2)				EndIf			ElseIf (aiButton == 4) ; Jewelry				aiButton = BagOfHoldingSortJewelryMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortJewelryFLST, aiButton As Bool, 2)				EndIf;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 3) ; Potions			aiButton = BagOfHoldingSortPotionsMESG.Show()			If (aiButton < 2) ; Take/Stash All				Sort(BagOfHoldingSortPotionAndPoisonFLST, aiButton As Bool)			ElseIf (aiButton == 2) ; Take Potions				Sort(BagOfHoldingSortPotionFLST)			ElseIf (aiButton == 3) ; Stash Potions				Sort(BagOfHoldingSortPotionFLST, True)			ElseIf (aiButton == 4) ; Take Potions				Sort(BagOfHoldingSortPoisonFLST)			ElseIf (aiButton == 5) ; Stash Poisons				Sort(BagOfHoldingSortPoisonFLST, True);			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 4) ; Scrolls			aiButton = BagOfHoldingSortScrollsMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortScrollsFLST, aiButton As Bool);			ElseIf (aiButton == 2) ;  ;			ElseIf (aiButton == 3) ; ;			ElseIf (aiButton == 4) ; ;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 5) ; Food			aiButton = BagOfHoldingSortFoodMESG.Show() 			If (aiButton < 2)				Sort(BagOfHoldingSortFoodFLST, aiButton As Bool);			ElseIf (aiButton == 2) ; ;			ElseIf (aiButton == 3) ; ;			ElseIf (aiButton == 4) ; ;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 6) ; Ingredients			aiButton = BagOfHoldingSortIngredientsMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortIngredientsFLST, aiButton As Bool);			ElseIf (aiButton == 2) ; ;			ElseIf (aiButton == 3) ; ;			ElseIf (aiButton == 4) ; ;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 7) ; Books			aiButton = BagOfHoldingSortBooksMESG.Show()			If (aiButton < 2) ; All				Sort(BagOfHoldingSortBooksFLST, aiButton As Bool)			ElseIf (aiButton == 2) ; Books				aiButton = BagOfHoldingSortBookMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortBookFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 3) ; Notes				aiButton = BagOfHoldingSortNotesMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortNotesFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 4) ; Skill Books				aiButton = BagOfHoldingSortSkillBooksMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortSkillBooksFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 5) ; Spell Tomes				aiButton = BagOfHoldingSortSpellTomesMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortSpellTomesFLST, aiButton As Bool)				EndIf;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 8) ; Keys			aiButton = BagOfHoldingSortKeysMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortKeysFLST, aiButton As Bool);			ElseIf (aiButton == 2) ; ;			ElseIf (aiButton == 3) ; ;			ElseIf (aiButton == 4) ; ;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		ElseIf (aiMessage == 9) ; Misc			aiButton = BagOfHoldingSortMiscMESG.Show()			If (aiButton < 2)				Sort(BagOfHoldingSortMiscFLST, aiButton As Bool)			ElseIf (aiButton == 2) ; Clutter				aiButton = BagOfHoldingSortClutterMESG.Show()				If (aiButton < 2) ; 					Sort(BagOfHoldingSortClutterFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 3) ; Gems				aiButton = BagOfHoldingSortGemsMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortGemsFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 4) ; Soul Gems				aiButton = BagOfHoldingSortSoulGemsMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortSoulGemsFLST, aiButton As Bool)				EndIf			ElseIf (aiButton == 5) ; Smiting Goods				aiButton = BagOfHoldingSortSmithingMESG.Show()				If (aiButton < 2)					Sort(BagOfHoldingSortSmithingFLST, aiButton As Bool)				EndIf;			ElseIf (aiButton == 5) ; ;			ElseIf (aiButton == 6) ; ;			ElseIf (aiButton == 7) ; 			ElseIf (aiButton == 8) ; Back				aiMessage = -3			ElseIf (aiButton == 9) ; Done				bMenu = False			EndIf		EndIf	EndWhileEndFunctionFunction Sort(FormList akCurrentList = None, Bool abStashing = False, Int aiMode = 0, Bool abStashingAll = False, ObjectReference akDonor = None, ObjectReference akRecipient = None, Form akCurrentForm = None, Int aiListIndex = 0, Int aiListOfListsIndex = 0)	bSorting = True	GoToState("SortingState")	If abStashing		akDonor = Player		akRecipient = Self		If aiMode			If !Player.IsEquipped(akCurrentList)				aiMode = 0			EndIf		EndIf	Else		aiMode = 0		akDonor = Self		akRecipient = Player	EndIf	If (aiMode == 0); Normal sorting		akDonor.RemoveItem(akCurrentList, akDonor.GetItemCount(akCurrentList), True, akRecipient)	ElseIf (aiMode == 1) ; Weapon sorting		If abStashingAll			aiListOfListsIndex = (BagOfHoldingSortWeaponsAllFLST.GetSize() - 1)			While (aiListOfListsIndex > -1)				akCurrentList = BagOfHoldingSortWeaponsAllFLST.GetAt(aiListOfListsIndex) As FormList				If Player.GetEquippedItemType(0) == 1				ElseIf Player.GetEquippedItemType(1) == 1				EndIf				If Player.GetItemCount(akCurrentList)					If Player.IsEquipped(akCurrentList)						aiListIndex = (akCurrentList.GetSize() - 1)						While (aiListIndex > -1)							akCurrentForm = akCurrentList.GetAt(aiListIndex) As Weapon							If Player.IsEquipped(akCurrentForm)								If Player.GetEquippedWeapon() == akCurrentForm									If Player.GetEquippedWeapon(True) == akCurrentForm										Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm) - 2, True, Self)									EndIf								ElseIf Player.GetEquippedWeapon(True) == akCurrentForm									Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm) - 1, True, Self)								EndIf							Else								Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm), True, Self)							EndIf							If Player.GetItemCount(akCurrentList)								aiListIndex -= 1							Else								aiListIndex = -1							EndIf						EndWhile						aiListOfListsIndex -= 1					Else						Player.RemoveItem(akCurrentList, Player.GetItemCount(akCurrentList), True, Self)						aiListOfListsIndex -= 1					EndIf				Else					aiListOfListsIndex -= 1				EndIf			EndWhile		Else			aiListIndex = (akCurrentList.GetSize() - 1)			While (aiListIndex > -1)				akCurrentForm = akCurrentList.GetAt(aiListIndex) As Weapon				If Player.IsEquipped(akCurrentForm)					If Player.GetEquippedWeapon() == akCurrentForm						If Player.GetEquippedWeapon(True) == akCurrentForm							Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm) - 2, True, Self)						EndIf					ElseIf Player.GetEquippedWeapon(True) == akCurrentForm						Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm) - 1, True, Self)					EndIf				Else					Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm), True, Self)				EndIf				If Player.GetItemCount(akCurrentList)					aiListIndex -= 1				Else					aiListIndex = -1				EndIf			EndWhile		EndIf	ElseIf (aiMode == 2) ; Apparel sorting		If abStashingAll			aiListOfListsIndex = (BagOfHoldingSortApparelAllFLST.GetSize() - 1)			While (aiListOfListsIndex > -1)				akCurrentList = BagOfHoldingSortWeaponsAllFLST.GetAt(aiListOfListsIndex) As FormList				If Player.GetItemCount(akCurrentList)					If Player.IsEquipped(akCurrentList)						aiListIndex = (akCurrentList.GetSize() - 1)						While (aiListIndex > -1)							akCurrentForm = akCurrentList.GetAt(aiListIndex) As Armor							If Player.IsEquipped(akCurrentForm)								Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm) - 1, True, Self)							Else								Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm), True, Self)							EndIf							If Player.GetItemCount(akCurrentList)								aiListIndex -= 1							Else								aiListIndex = -1							EndIf						EndWhile						aiListOfListsIndex -= 1					Else						Player.RemoveItem(akCurrentList, Player.GetItemCount(akCurrentList), True, Self)						aiListOfListsIndex -= 1					EndIf				Else					aiListOfListsIndex -= 1				EndIf			EndWhile		Else			aiListIndex = (akCurrentList.GetSize() - 1)			While (aiListIndex > -1)				akCurrentForm = akCurrentList.GetAt(aiListIndex) As Armor				If Player.IsEquipped(akCurrentForm)					Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm) - 1, True, Self)				Else					Player.RemoveItem(akCurrentForm, Player.GetItemCount(akCurrentForm), True, Self)				EndIf				If Player.GetItemCount(akCurrentList)					aiListIndex -= 1				Else					aiListIndex = -1				EndIf			EndWhile		EndIf	EndIf	bSorting = False	GoToState("")	AddItem(DecapitatedHead)	Debug.Notification("Sorting done.")EndFunctionFunction TestList(FormList akList = None, Bool abRemove = False, Int aiIndex = 0, Form akForm = None)	aiIndex = akList.GetSize() - 1	While (aiIndex > -1)		akForm = akList.GetAt(aiIndex) As Form		If abRemove			RemoveItem(akList, aiIndex)			AddItem(DecapitatedHead)			aiIndex = -1		Else			AddItem(akForm)			aiIndex -= 1		EndIf	EndWhile	Debug.Notification("List added/removed")EndFunction State SortingState	Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)	EndEvent	Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)	EndEventEndState 
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Wed Jun 20, 2012 5:00 am

I'm a part of a big city project called Luftahraan.

I made a video to explain to people what I work on so here it is: (this contains video footage from parts of what we have done so far) http://www.youtube.com/watch?v=PawS0XyLqOE
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QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Wed Jun 20, 2012 6:25 pm

JustinOther, you would have saved so much time had you used arrays... It's so unnecessarily long X_X it pains me to see all of those properties clumped together at the top.

Also a tip for using menus, use stack variables for index tracking, makes it both easier to read and easier to update if you ever add more options.

http://skyrim.nexusmods.com/downloads/file.php?id=12933

I'm integrating a menu system of my own, the sources are there if you want to take at what I mean by arrays and menu indexing.
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Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Wed Jun 20, 2012 3:39 pm

Arrays couldn't cover such large item groups, so FLSTs are the way for my purposes. Using arrays for the messages would break the menu as the button coding wouldn't necessarily match the message shown and conditionalizing each button around aiMessage would necessitate just as much if not more code. Adding more options isn't a problem in the slightest and the script, really, is no longer than it needs to be given how much it needs to do...

Properties: I much prefer to have them all together up top (mostly FormLists and Messages and, yes, they need to be there and not defined in the Menu() function) for a number of reasons.
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Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

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