Simple Puzzle Trigger
⚪ Last updated 2024⚠️ Install Order · 2 steps
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🔍 Analysis
- 👍 5.1% endorsement rate — high engagement, a strong quality signal
- 🏆 #116 of 228 Miscellaneous mods in this game by downloads
📋 About This Mod
Reduces the number you have to hit a Starborn Temple puzzle trigger to 1, by exposing the integer propertie inside the activator script.
Well, initially it was quite fun to do. Then it started to be a minor nuisance whenever I didn't manage to hit the trigger. Then after the 100th time doing it I raged and wished the puzzle never existet to begin with...now it doesn't. Well it still exists, just not in its annoying form.
Also, I wanted a comprehensible solution free of best practice for easy peezy lemon squeezy integration into my master patch.
How was it done?
Tracing the trigger inside the tempel template cell reference via the quest name, which was the intial only trace I had prompted by the game, and then added the propertie to the script it had applied. It was actually an activator named "SBPuzzleTrigger01". My initial plan was to add a global and, now that I finally managed to get Caprica running, recompile the script so the number of times you have to path the trigger is configurable.
To my delight I then figured the integer that controls the amount was actually already declared inside the "PuzzleData" propertie group(solutionCount). Its default value was 5 and it had a randomizer applied based on how fast you move through the trigger aka "hit it".
See screenshots for ID's etc. and review this code madness:
Int Property solutionCount = 1 Auto; default was 5...five... FIVE...
{ how many times does the player need to solve the puzzle? }
{ fastest solution movement time (on last solution) - so each time you solve a step, actual movement timer will be reduced by:
(solutionMovementTimeStart - solutionMovementTimeMin) * currentSolutionIndex / solutionCount };<----- this basically says: "if douche can't hit trigger in time 5 times in a row, annoy the bloody hell out of him so he will smash his keyboard"
Does that mean we can configure the value in xEdit?
Yes, that's what it means.
There are other solutions already available!
Yes. But you know the drill. I prefer my way. Also, when recompiling the script Caprica threw an error about three axis variables (puzzleX, puzzleY, puzzleZ), followed by a pretty doomish implication that "bad things are supposed to happen", and we are supposed to wait for CK to verifie the correct value is mirrored. I don't like bad things, and I just started using Caprica for the first time, so I took its warnings serious.
📊 Mod Details
- Game
- Starfield Mods
- Author
- CrEaToXx
- Version
- 1.0
- Downloads
- 2,237
- Endorsements
- 115
- Category
- Miscellaneous
- Created
- 1/3/2024
- Updated
- 1/3/2024
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