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The Old Ye Bard
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Arrow Haerter's Gap Quest, Too many a Melon. Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

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 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Smokindan
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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.

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Psychotic
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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 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Krisi-_
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a scroll who teach some magic... ? (who is useful in Skyrim..)

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23.08.2006 15:47 Krisi-_ is offline Send an Email to Krisi-_ Search for Posts by Krisi-_ Add Krisi-_ to your Buddy List View the MSN Profile for Krisi-_
Psychotic
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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 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
The Old Ye Bard
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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 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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I will post the script as soon as I can. I don't know about the watermelon consumption limit script (WCLS Wink ) though, I need to look in to it first.
23.08.2006 21:31 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Sadjev
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About the WCL script (watermellong consumption limiter)

The tricky part is detecting when a ingredient is eaten (equiped) as onEquip does not catch ingredients and potions.

Two solution of the top of my head:



One: (simple and dirty perhaps)

Create a ingredient type for the WCL melons, i.e WCLMelon

Attach a script to the player

use begin onActorEquip WCLMelon to detect that a WCLMelon was eaten, then get the day of week, keep track of amount eaten that day.

I'm unsusre if the ingredient will still be eaten, if so:
If it exceeds two (or whichever limit) add a new WCLMelon to the players inventory and apply the inverse effect of whatever effect it is the watermeln incurs.

+: everything is contained in the same script, this might stop the melon from beeing eaten without "trickery".
-: the script runs on the player, perhaps not a good idea?



Two:

Create a ingredient type for the WCL melons, i.e WCLMelon

Add questvariables to keep track of the amount of water melons eaten during the current day

Attach a script to WCLMelon

The script will then run everytime a WCLMelon is eaten(equiped)

The script gets the day of week and checks the book keeping quest variables for the amount eaten during the current day.
If it exceeds two (or whichever limit) add a new WCLMelon to the players inventory (and apply the inverse effect of whatever effect it is the watermeln incurs).

+: does not have to be attached to the player
-: requires the quest to remain active untill all the WCLMelons are disposed of.




If you want me to do the scripts I can do so but not untilnext week probobly.

This post has been edited 2 time(s), it was last edited by Sadjev: 23.08.2006 23:59.

23.08.2006 23:30 Sadjev is offline Send an Email to Sadjev Search for Posts by Sadjev Add Sadjev to your Buddy List
Smokindan
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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.

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Sadjev
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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.

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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:
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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.

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Psychotic
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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! Good job!

This post has been edited 1 time(s), it was last edited by Psychotic: 24.08.2006 21:35.

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The Old Ye Bard
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:lmao:
24.08.2006 21:34 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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quote:
Originally posted by The Old Ye Bard
:lmao:

Educational don't you think? :D
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Sadjev
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Now to create a headbut melon animation :)
24.08.2006 21:40 Sadjev is offline Send an Email to Sadjev Search for Posts by Sadjev Add Sadjev to your Buddy List
Psychotic
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quote:
Originally posted by Sadjev
Now to create a headbut melon animation :)

We can use the Minotaur animation for that. =)
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Sadjev
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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 Sadjev is offline Send an Email to Sadjev Search for Posts by Sadjev Add Sadjev to your Buddy List
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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! Good job!
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Sadjev
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I think I should proboly leave that specific script be for now :)
25.08.2006 18:21 Sadjev is offline Send an Email to Sadjev Search for Posts by Sadjev Add Sadjev to your Buddy List
Psychotic
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No objections from me. The less I think about scripting the happier I am. :D
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Smokindan
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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.

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Sadjev
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Did you create the variables in your quest script? You need to define both currentDay and count in the script which is attacheded to the quest. It is a bit like global variables, but residing within the namespace of the quest.

so you can access them by myquestname.myvariablename

This post has been edited 1 time(s), it was last edited by Sadjev: 30.08.2006 11:53.

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Smokindan
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Okey, that works but now it says "set..." is an undefined function.

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Sadjev
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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.
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code:
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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.

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Sadjev
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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 Sadjev is offline Send an Email to Sadjev Search for Posts by Sadjev Add Sadjev to your Buddy List
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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... :D )

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...

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Psychotic
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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 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Smokindan
Chieftain of Skyrim


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Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia

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Go right ahead, Qxzyz.

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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 Smokindan is offline Send an Email to Smokindan Search for Posts by Smokindan Add Smokindan to your Buddy List
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Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » Published Quests and Books » Haerter's Gap Quest, Too many a Melon.

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