|
|
Haerter's Gap Quest, Too many a Melon. |
|
Haerter's Gap Quest, Too many a Melon. |
|
This quest is about the melons in the Nord Office.
The Nord Officer offers you a few "Confiscated" things from the office
that might intrest you if you take the Water melons off his hands.
There will be a script attached to the watermelons that restricts you
from eating all of them in one go. He will only give you the reward if
you get rid of all of the water melons.
There will be three "Confiscated" items, representing each major class.
An enchanted piece of armour for warrior.
A magic scroll for mages.
An enchanted item that fortifies security for theives.
|
|
23.08.2006 09:36 |
|
|
Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
|
|
The watermelons need to be unique i.e. a new ID if you wanna attach a
script to them. That way, I can also, attach a Quest Script that says
"GetItemCount watermelonsref equals zero" then progress to the next
stage. Did you want me to do that?
You can also sell the watermelons to three merchants in Cheydinhal or
just dump them (I'm assuming you never want the player to eat them?)
What enchanted piece of armor? Perhaps dwarven? A scroll is a bit weak
compared to the rest of the rewards and the thieves item sounds fine.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
|
|
23.08.2006 10:22 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
quote: |
Originally posted by Smokindan
The watermelons need to be unique i.e. a new ID if you wanna attach a
script to them. That way, I can also, attach a Quest Script that says
"GetItemCount watermelonsref equals zero" then progress to the next
stage. Did you want me to do that?
You can also sell the watermelons to three merchants in Cheydinhal or
just dump them (I'm assuming you never want the player to eat them?)
What enchanted piece of armor? Perhaps dwarven? A scroll is a bit weak
compared to the rest of the rewards and the thieves item sounds fine. |
I agree about the scroll.
|
|
23.08.2006 15:08 |
|
|
Krisi-_
Archduke
Registration Date: 27.06.2006
Posts: 1,532
Location: Norway
|
|
a scroll who teach some magic... ? (who is useful in Skyrim..)
__________________ The meaning of life is 'Bucket'.
|
|
23.08.2006 15:47 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
quote: |
Originally posted by Krisi-_
a scroll who teach some magic... ? (who is useful in Skyrim..) |
Yes learning a spell can be scripted, that would work much better.
|
|
23.08.2006 16:39 |
|
|
|
quote: |
Originally posted by Smokindan
The watermelons need to be unique i.e. a new ID if you wanna attach a
script to them. That way, I can also, attach a Quest Script that says
"GetItemCount watermelonsref equals zero" then progress to the next
stage. Did you want me to do that?
You can also sell the watermelons to three merchants in Cheydinhal or
just dump them (I'm assuming you never want the player to eat them?)
What enchanted piece of armor? Perhaps dwarven? A scroll is a bit weak
compared to the rest of the rewards and the thieves item sounds fine. |
If you could do that it would be great, also the PC should be able to
eat some but there should be a script that makes sure the PC can't eat
anymore than two in the space of an hour.
|
|
23.08.2006 21:24 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
I will post the script as soon as I can. I don't know about the watermelon consumption limit script (WCLS
) though, I need to look in to it first.
|
|
23.08.2006 21:31 |
|
|
Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
|
|
Thanks Sadjev
As we're on such a tight deadline I'll see if I can do it myself. I
might post what you just said over at ESF and try and get something.
Cheers,
SD.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
|
|
24.08.2006 01:12 |
|
|
Sadjev
Protector
Registration Date: 21.08.2006
Posts: 22
Location: Sweden
|
|
Ok I implemented version 2:
It looks like this:
This very simple script goes on some object which will be availibe
while the player still has theese melons. I used a quest which I called
WCLTestQ. It doesnt do anything, its just bookkeeping variables which
are accesible to all the melons.
code: |
1:
2:
3:
4:
5:
6:
|
scn WCLTestQScript
short currentDay = 0
short count = 1 ; initial value only matters on gameday zero
|
|
Next up is the spell script which looks like this: (and to state the
obvious: it is a magical effect script, othervise it cant be a
ingredient effect)
code: |
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
11:
12:
13:
14:
15:
16:
17:
18:
19:
20:
21:
22:
23:
24:
|
scn WCLMelonSpell
ref replaceMelon
Begin ScriptEffectStart
if ( GameDay != WCLTestQ.currentDay )
set WCLTestQ.currentDay to GameDay
set WCLTestQ.count to 1 ;this value + 1 sets how many the player may eat in a day, this will let him eat two.
;Message "WCLTestQ.count is: %.0f", WCLTestQ.count, 2
;message "you just ate your first melon for today"
elseif ( WCLTestQ.count )
set WCLTestQ.count to WCLTestQ.count - 1
;Message "WCLTestQ.count is: %.0f", WCLTestQ.count, 2
else
set replaceMelon to PlaceAtMe WCLmelon 1 256 0
replaceMelon.activate player
;Message "WCLTestQ.count is: %.0f", WCLTestQ.count, 2
Message "you have eaten to many melons and your tummy is full"
endif
End
|
|
When this is attached to a ingredient type as the first effect it will
run every time the ingredient of that type is equiped (eaten). I
created a copy of the watermelon ingredient with the id WLCmelon and
gave it the spell as its first effect.
This works rather well.
This post has been edited 1 time(s), it was last edited by Sadjev: 25.08.2006 18:00.
|
|
24.08.2006 20:38 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
TOO MANY A MELLON by Psychotic the Mad
A great Nord warrior stands on the edge of Hearter's Gap, his axe
reflects the cold morning sun like a silver mirror. The warrior is
quiet, contemplating the solution to a great dilemma. He has been given
the impossible task to get rid of 15 watermelons without making a mess,
he had an epic struggle in front of him, no matter his choice of action.
The warrior slowly turned to face the great pile of melons behind him,
his decision made, his mind set to the task. The warrior decided to eat
the melons, and by his action ensuring the safe future of the small
mountain village, a future free from pestering melons.
The warrior looked at the pile with his cold and fearsome eyes, it
almost looked as the melons were taunting him. He was a great warrior,
he thought to him self, he wouldn't stand for this. He approached the
melons ready to strike with his hunger at the overwhelming pile. He
picked up a melon and split it in half with his bare hand, he drew his
silver axe to use as a spoon. He extracted the insides of the melon
with an unseen furry and threw it in the air. As the melon flew, he
placed himself below it and opened his mouth to catch the falling
melon. He even managed to impress himself when the swallowed the
falling melon in one go. But the battle was not over yet, he still had
14 more melons to eat. The picked up his second melon and shattered it
in pieces by hitting it with his head. He quickly gathered all the
pieces of the melon and squished them in to melon juice under his boot.
He then gathered the juice into an empty bottle, previously filled with
a potion of smiting. He raised the bottle to his mouth and drank its
contents in a blink of an eye.
Things were going well he thought, the melons stood no chance. In his
zeal he picked up another melon and attacked it with his teeth. But
then something unexpected happened, he got a shiver trough his body and
it felt like his teeth had just hit the hardest of rocks. He couldn't
pierce the shell of the third melon, he fall on the ground, putting his
arms around his stomach. The warrior was rolling in the snow, the pain
was unbearable. A cold wind blew and seemed to touch his very soul, an
invisible voice of terror spoke to him then: YOU HAVE EATEN TOO MANY
MELLONS AND YOUR TUMMY IS FULL!!!
The warrior couldn't understand, he just continued to lie on the frozen
snow, his eyes pointed at the skies, asking the heavens why they struck
him down.
Then out of nowhere a wood elf appeared, the warrior didn't realize it
until then, but the wood elf was standing behind him all that time. The
wood elf spoke with an annoying voice: Jeez, what a woose! Can't even
eat a few melons without fainting!
The warrior learned an important lesson that day, he reminded himself
never to eat more than two melons a day, and to split the skull of that
annoying wood elf in half when he could stand up again.
_________________________________________________________
I'd like to thank everyone for their attention and to remind you that
books are your friends... oh and not to eat more that two melons a day.
Btw, great script solution Sadjev, splendid job!
This post has been edited 1 time(s), it was last edited by Psychotic: 24.08.2006 21:35.
|
|
24.08.2006 21:31 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
quote: |
Originally posted by The Old Ye Bard
|
Educational don't you think?
|
|
24.08.2006 21:36 |
|
|
Sadjev
Protector
Registration Date: 21.08.2006
Posts: 22
Location: Sweden
|
|
Now to create a headbut melon animation
|
|
24.08.2006 21:40 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
quote: |
Originally posted by Sadjev
Now to create a headbut melon animation
|
We can use the Minotaur animation for that.
|
|
24.08.2006 21:41 |
|
|
Sadjev
Protector
Registration Date: 21.08.2006
Posts: 22
Location: Sweden
|
|
bump for edit.
I got rid by that anoying "watermelon added to inventory" printout.
Edited the code above.
If you add something like cast burden player when the player gets to eat a melon,and cast feather player when the eat readd trick is done the melon should behave exactly like a ordinary melon.
Give the ingredient effect (not the script, the effect field) the name
burden and make it of type alteration and the melon should also look
exactly lika a ordinary melon in all respects.
(melons primary effect is burden)
|
|
25.08.2006 18:14 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
quote: |
Originally posted by Sadjev
bump for edit.
I got rid by that anoying "watermelon added to inventory" printout.
Edited the code above.
If you add something like cast burden player when the player gets to eat a melon,and cast feather player when the eat readd trick is done the melon should behave exactly like a ordinary melon.
Give the ingredient effect (not the script, the effect field) the name
burden and make it of type alteration and the melon should also look
exactly lika a ordinary melon in all respects.
(melons primary effect is burden) |
Nord warriors everywhere will rejoice! Good job!
|
|
25.08.2006 18:17 |
|
|
Sadjev
Protector
Registration Date: 21.08.2006
Posts: 22
Location: Sweden
|
|
I think I should proboly leave that specific script be for now
|
|
25.08.2006 18:21 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
No objections from me. The less I think about scripting the happier I am.
|
|
25.08.2006 18:25 |
|
|
Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
|
|
I get an error when trying to put the magic effect script into the CS.
It says that the "currentDay" bit is an unknown command or variable.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
|
|
30.08.2006 10:26 |
|
|
Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
|
|
Okey, that works but now it says "set..." is an undefined function.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
|
|
30.08.2006 12:01 |
|
|
Sadjev
Protector
Registration Date: 21.08.2006
Posts: 22
Location: Sweden
|
|
err, thats strange.
It says that set in "set myquestname.myvariablename to GameDay" is undefined?
Not sure why that might be... you get this error when you try to save the script?
I can send you my .esp with the script when I get home from work if you want.
|
|
30.08.2006 12:31 |
|
|
Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
|
|
code: |
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
11:
12:
13:
14:
15:
16:
17:
18:
19:
20:
21:
22:
23:
24:
25:
|
scn 1SKMelonSpell
ref replaceMelon
Begin ScriptEffectStart
if (GameDay != set 1SKxxQ01xxSDxMelons.currentDay)
set variable 1SKxxQ01xxSDxMelons.CurrentDay to GameDay
set 1SKxxQ01xxSDxMelons.count to 1 ;this value + 1 sets
how many the player may eat in a day, this will let him eat two.
;Message "set 1SKxxQ01xxSDxMelons.count is: %.0f", set 1SKxxQ01xxSDxMelons.count, 2
;message "You just ate your first melon for today"
elseif (set 1SKxxQ01xxSDxMelons.count)
set set 1SKxxQ01xxSDxMelons.count to set 1SKxxQ01xxSDxMelons.count - 1
;Message "set 1SKxxQ01xxSDxMelons.count is: %.0f", set 1SKxxQ01xxSDxMelons.count, 2
else
set replaceMelon to PlaceAtMe 1SKxxSDxWatermelon 1 256 0
replaceMelon.activate player
;Message "set 1SKxxQ01xxSDxMelons.count is: %.0f", set 1SKxxQ01xxSDxMelons.count, 2
Message "You have eaten to many melons today and your tummy is full"
endif
End
|
|
My script so far. Yep, like you said, setting the CurrentDay to
GameDay. I think I'm missing a few numbers or letters up there....
Your .esp would be appreciated unless you can fix what I've posted.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
|
|
30.08.2006 12:39 |
|
|
Sadjev
Protector
Registration Date: 21.08.2006
Posts: 22
Location: Sweden
|
|
The problem is the set functions in the if statements, they shouldnt be there
there is also a double set and a set variable variablename which wont work.
Remove everything marked red.
if (GameDay != set 1SKxxQ01xxSDxMelons.currentDay)
set variable 1SKxxQ01xxSDxMelons.CurrentDay to GameDay
elseif (set 1SKxxQ01xxSDxMelons.count)
set set 1SKxxQ01xxSDxMelons.count to set 1SKxxQ01xxSDxMelons.count - 1
|
|
30.08.2006 12:51 |
|
|
Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
|
|
Would it be problematic for me to add some plot developments concerning the watermelons in this quest?
I'm proposing the following modifications:
If the player eats two of the watermelons on the same day and is told
his/her stomach is full (and is subsequently burdened), further
conversation with Yulghr while the quest is still active could yield
something like:
Player dialogue option: "Hey -- what's wrong with these melons?"
Yulghr: "Ah. Yes. Well, the idiot
merchant who had the twenty melons on him cursed them -- and Hauk, and
myself, and Skyrim, and everyone else within earshot -- before giving
them up."
Player response: "Twenty? There's only fourteen here."
Yulghr: "Yeah. Hauk and I each ate
a pair the first night we confiscated 'em and learned the hard way that
merchant wasn't kidding. Hauk had a couple more the next day as
well...Hauk's a good man, but he's not the brightest candle in the
cathedral, if you know what I mean."
All NPC merchants who would ordinarily purchase these melons will still
purchase them, but perhaps another player conversation option entitled
"Explain about the melons" could be added, with different consequences
based upon whether the player has actually sold the melons to the
merchant before explaining the side-effects. These consequences could
be as simple as "Here's some extra $ for telling the truth." or as
complicated as "Bah! I'm not buying those! Perhaps the alchemist in the
Mages' Guild would be interested though." (and, of course, she will be
very interested...
)
It should be noted if the player never eats the watermelons, I intend
to arrange it so they'll never know this extra dimension of the quest
exists...
Since these propositions might alter the original intent of the quest,
I won't actually do anything about creating these modifications until I
get the green light here in this thread...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
|
|
01.11.2006 18:44 |
|
|
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
|
|
Fine with me.
The second choice (with the alchemist) for the merchant dialog seems
like a good idea. If you tell the truth after you've sold the
watermelons I guess you will simply suffer a disposition hit from the
merchant NPC.
|
|
02.11.2006 02:40 |
|
|
Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
|
|
Go right ahead, Qxzyz.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
|
|
02.11.2006 08:38 |
|
|
|
|
|
This is an archived forum section of Silgrad Tower Forum.
|