(WIPConcept IdeaNeeds Guidance) Understanding Shadowmarks

Post » Thu Jun 21, 2012 6:32 am

Made a topic under the modding forum, but i figured this place would probably be useful too.
http://www.gamesas.com/topic/1370675-ideawipneeds-help-understanding-shadowmarks/

Hi mods, sorry to post here, please feel free to delete post if you feel i shouldn't double post like this. Thanks.


Anyway greetings to everyone :)
Im very new to modding and have this idea. If this idea goes off the ground, i'll be working on it accordingly.
This post will be seperated into seperate sections to better explain my intention with this mod,
and of course with my very novice understanding of the CK, to also seek guidance from veteran modders as to how it can be done.


Mod Idea:
=======
While there are shadowmarks all over skyrim, i always don't remember what each mark stands for and have to keep referring to the Shadowmark book lol
i was thinking if there is a way to somehow make it so that if a shadowmark is mouseovered, there will be a text appear eg: "Shadowmark: Loot"
lol call me a lazy thief [img]http://forums.nexusmods.com/public/style_emoticons/dark/biggrin.gif[/img]


Action Taken:
==========
So, i've decided to try if i can try modding this functionality myself and tried reading thru the tutorials.
Came across the "Hello World" scripting tutorial and it seems quite interesting.
To make it simple, i'd think i would make an activator, and when player activates it, it will show a message saying example "Shadowmark: Loot"

So, i opened up the CK, and navigated to the Whiterun worldspace.
The first shadowmark i tried to edit was the Shadowmark "Loot" at the Whiterun Bannered Mare Inn entrance.

So i noticed theres a blue arrow pointing to it and its base object says 'ShadowMarkLootWood01' (00069813)
So i went ahead and wrote the script as below:

Scriptname ShadowmarkLootScript extends ObjectReference
{Shadowmark: Loot}

Event OnActivate(ObjectReference akActionRef)
Debug.MessageBox("Shadowmark: Loot")
endEvent


Saved the whole thing, ran the game but it doesn't seem to work. There isn't anything for my player to activate.
Hmm...ok

I then followed what the tutorial did and placed an activator instead. Yes, it works.


My Questions:
===========
1) Is using an activator the ONLY way for a player to interact with a Shadowmark the way i described in my mod idea above?

2) If activator is the only way, is there a way to make an activator "Invisible" so that it'll give the illusion that shadowmark can be activated?

Would appreciate any kind advice from veteran modders here.
Thanks in advance.
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teeny
 
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Post » Thu Jun 21, 2012 3:22 am

Made a topic under the modding forum, but i figured this place would probably be useful too.
http://www.gamesas.com/topic/1370675-ideawipneeds-help-understanding-shadowmarks/

Hi mods, sorry to post here, please feel free to delete post if you feel i shouldn't double post like this. Thanks.
Yes, don't crosspost please.
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Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am


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