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> [REL] Crime Enhanced v0.2 Beta, Now with the Stealth Component
tonto_101
Posted: April 07, 2005 07:24 pm
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Sorry for the late reply. I must have missed this one.

1. He develops some functions on request, if they're easy enough. As for mod making and new research, he's done.
2. I (Tonto) still help with MWE development. Generally that means asking for functions to affect previously found data. Nothing "new" has been done since AWE. There are a few other folks making MWE mods, and a number of other folks who have inquired.
3. Not right now. I'm unaware of any static links to the GMST block. That qualifies under "new" research as well, so Aerelorn probably wouldn't do it unless it proved to be (1) findable and (2) easy.

As for your idea, there might be a different (easier) solution. You could use MWE's REFR scan to cause the NPC to use the Say function and a few select sound files rather than depending upon the player being in their "Hello" range. It would mean that reactions would be predefined, and it would depend upon a NPC race check, but it could be done.

Here's another more complicated (but better) method. In many ways it's similar to one of the concepts used by Less Annoying Guards. Here goes:

First, create a number of dialog entries in the Greetings1 section, but make them blank. This will make it so that attempting to speak to a character will do nothing. Then, for each of these blank entries, create a dependancy upon each player race (one for bosmer, one for imperial, and so on), a dependancy upon some crime check variable (if the value is one, then you've determined the player is breaking and entering), and put either the say function (with correct syntax) or a startscript (to a more comprehensive racial script) in the results box. It may also be helpful to add other checks to the dialog section, such as GetDetected, GetLos, or any other function that could confirm or deny the player's presence to the NPC.

Second, create a control script to check for player crimes. When you determine that the player has committed a crime, set a global variable (the one used by the dialogs above) to 1. This will meet at least part of the criteria above so that NPCs will no longer initiate dialog with you (depending upon the requirements you laid out in the dialog section).

Third, begin an REFR scan (an MWE function) on NPCs in the cell. If you want them to be alerted to your presence, target their reference with MWE and call ForceGreeting on them. This will cause them to activate any code you defined in the results box for their respective dialog entry, but not initiate dialog. From there you can do whatever you want, and have them say whatever you need.

All said, the above method is the most efficient way available to do what you want, and it would require no new functions. If you need some further reference on this you can take a look at Less Annoying Guards, or you could always just ask a question on these forums. Hope that helps.


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KillerBeer
Posted: April 08, 2005 08:26 am
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Thanks for the reply. I've been toying with the idea of targeted scripts as well, but found it not enough satisfactory, since it implies that the NPC starts his script beforehand and uses it later. The problem is that while there may be *many* targeted scripts on *one* NPC/item, there can be only *one* instance of the targeted script at the same time no matter how many times you attempt to launch it and all "default" references only refer the first NPC the script was attached to. Still, if there's a way to "scan" through all NPCs in the cell and issue targeted *commands* to them as if they were addressed as "NPC"->Say "Something", it would be good enough. This leads to another problem, though.

Thing is, I have no idea *what* can be done with MWE (and how) and what can not. Whenever I asked Aerelorn about some more or less comprehensive general manual for MWE programming, the answer was always the same - MWE is being attuned to certain mod ideas as they appear and so it will be, so there's no general purpose commands and no manual to them at all. For example, until you answered, I had no idea that there *is* such thing as REFR scan in MWE (though I knew that a similar function exists in MWSE, but that's a "less popular" expansion to MW scripting and AFAIK, not compatible with MWE).

Thanks anyway.
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tonto_101
Posted: April 08, 2005 11:45 am
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QUOTE
Thing is, I have no idea *what* can be done with MWE (and how) and what can not. Whenever I asked Aerelorn about some more or less comprehensive general manual for MWE programming, the answer was always the same - MWE is being attuned to certain mod ideas as they appear and so it will be, so there's no general purpose commands and no manual to them at all. For example, until you answered, I had no idea that there *is* such thing as REFR scan in MWE (though I knew that a similar function exists in MWSE, but that's a "less popular" expansion to MW scripting and AFAIK, not compatible with MWE).

Well, the REFR scan has actually been with us all along. It's the driving force behind ACE. The only reason you probably never heard of it before is because it has a name now (a really bad one at that, for more than one reason). There is a manual though - check the "Other Projects" section for the MWE dev kit. It contains a number of documents on using most MWE functions. Have a look at it, post your ideal plan, and we can try to refine your idea into a working model.


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halo112358
Posted: April 11, 2005 03:53 am
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Take a look at MWE_Crime - stealth, my copy has GMSTs.


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tonto_101
Posted: April 11, 2005 05:31 am
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Crap...I thought I cleaned the thing. There's beta quality for you. It won't invalidate it to use a GMST removal utility, so you can clean it yourself. I'll get around to fixing it and uploading a new copy one of these days.


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halo112358
Posted: April 11, 2005 05:44 am
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ok, I've already updated my copy .. I ran it through the compiler again just to be certain I didn't break MWE functionality.


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BungaDunga
Posted: June 22, 2005 12:29 am
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QUOTE (KillerBeer @ Apr 8 2005, 04:26 AM)
though I knew that a similar function exists in MWSE, but that's a "less popular" expansion to MW scripting and AFAIK, not compatible with MWE

No, they are certainly compatible. I don't quite know how the idea that they aren't got around, but they will run together just fine.
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Cid88
Posted: June 22, 2005 10:21 am
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Well, the MWSE one is laggier and found to not be as good as the MWE one.
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misterhamper
Posted: January 08, 2006 04:28 pm
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Where do i download it? The one in the first post says its corrupted.
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Mim
Posted: July 02, 2006 05:34 pm
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Where can I download Crime Enhanced? That link in the first post just sends me back to this site huh.gif That's not the idea, is it?

Thanks.
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tonto_101
Posted: July 03, 2006 12:10 am
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Right click and chose "save-as..." or whatever is appropriate for your browser.


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Mim
Posted: August 31, 2006 03:36 pm
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sad.gif Doesn't work... I can't open the folder after downloading it. By the way: Yes, I have got a suited programm to open .Zip-archives. And usualy it works just fine.
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