jastey Posted March 26, 2019 Author Share Posted March 26, 2019 Ah, yes, now I get it. Thank you! Quote Link to comment
Grammarsalad Posted March 26, 2019 Share Posted March 26, 2019 Something like this should be done for splstates in the ees Quote Link to comment
DavidW Posted March 26, 2019 Share Posted March 26, 2019 There’s a ‘resolve_stat’ function in SCS that does it. Quote Link to comment
Mike1072 Posted March 26, 2019 Share Posted March 26, 2019 3 hours ago, jastey said: @Mike1072 In your example, is "exampe_dv" a variable I can use with OUTER_SPRINT for the rest of the mod? Yes. Any time that variables are assigned (except within functions), those variables can be accessed anywhere. On 3/25/2019 at 8:41 AM, DavidW said: (Incidentally, it needs to be an action rather than a patch function because as far as I'm aware there's no totally reliable way of finding the resref of the file being patched.) You should still have access to SOURCE_RES. If you were writing a generic patch function, you might not want to rely on it (since it can easily be overridden by an INNER_ACTION) but for something simple like this, it should be okay. That being said, this works perfectly fine as an action function. Quote Link to comment
DavidW Posted March 26, 2019 Share Posted March 26, 2019 INNER_ACTION was exactly my concern. (And I agree it's a bit of an edge case.) Quote Link to comment
jastey Posted April 15, 2021 Author Share Posted April 15, 2021 Added Brandock and Grey NPC mods to the list: Spoiler /* Give the ogre in AR2800 (Coastway) a unique DV (possessions quest) */ COPY_EXISTING ~%tutu_scripto%GREUNSH.CRE~ ~override/%tutu_scripto%GREUNSH.CRE~ WRITE_EVALUATED_ASCII 0x280 ~OGREUNSH~ #32 // script name / DV WRITE_EVALUATED_ASCII 0x268 ~%tutu_scriptw%TASIGHT~ #8 // Default script /* doppelgangers in Candlekeep: Shistal */ ACTION_IF GAME_IS ~bgt bgee~ THEN BEGIN COPY_EXISTING ~%tutu_var%SHISTA.CRE~ ~override/%tutu_var%SHISTA.CRE~ WRITE_EVALUATED_ASCII 0x280 ~Shistal~ #32 // script name / DV /* doppelgangers in Candlekeep: Monk */ COPY_EXISTING ~%tutu_var%POGHM9.CRE~ ~override/%tutu_var%POGHM9.CRE~ WRITE_EVALUATED_ASCII 0x280 ~POGHM9~ #32 // script name / DV Quote Link to comment
CamDawg Posted October 13, 2021 Share Posted October 13, 2021 (edited) As of beta 3, The Calling's Peaceful Werewolf Isle Resolution assigns "kaisha" as the class script of kaish2.cre, but only for BGT. BGEE and Tutu already have this assigned (as kaisha and _kaisha, respectively) to this slot. The file still exists in BGT, BGT just removes the assignment and handles the actions via dialogue instead (basically her transformation to her werewolf form). This is the version of Kaishas that appears by the ship at the conclusion of Balduran's Isle. edit: SCS' required AI component (Initialise AI components) also assigns this script on BGT. Edited October 13, 2021 by CamDawg Quote Link to comment
jastey Posted October 13, 2021 Author Share Posted October 13, 2021 4 hours ago, CamDawg said: "kaisha" as the class script of kaish2.cre, but only for BGT. Added, thanks! Quote Link to comment
TotalMilk90 Posted September 13, 2022 Share Posted September 13, 2022 The Gorgon's Eye mod adds: "nobl10" deathvar to nobl10.cre "h_guards" default script to housg1.cre and housg2.cre Quote Link to comment
jastey Posted September 14, 2022 Author Share Posted September 14, 2022 Added, thanks. Quote Link to comment
CamDawg Posted November 16, 2022 Share Posted November 16, 2022 In development, but EE Fixpack currently has the following changes: The following creatures are assigned their filename as their death variable (e.g. farm4.cre is given 'farm4' as its DV): farm4.cre, housg1.cre, and housg2.cre. I don't know if we track SoD assets, but in case we do it also does the same for bdcrus6d.cre, bdcrus7d.cre, bdcrus8d.cre, bdcrus9d.cre, bdcrus21.cre, and bdcrus22.cre. The following creatures are assigned their filename as their dialogue: ftobe7.cre, mtob4.cre, mtob5.cre, read4.cre. Quote Link to comment
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