IsharaMeradin Posted June 9, 2013 Share Posted June 9, 2013 That should work. You made the appropriate changes to fit within your setup. No idea why for you it ports you to the cell while for me it left me at where I was. Do you have anything else installed? I don't have Dragonborn and SKSE scripts were not installed. It might be possible that either one of those (or something else) does something to change the behavior. Link to comment Share on other sites More sharing options...
Iconic985 Posted June 9, 2013 Author Share Posted June 9, 2013 OK, I've discovered that it only teleports if I'm in the same cell as the referenced alchemy bench. Do you think it is possible to make it show the player preforming the alchemy animation without the need of an alchemy table? PS Is it possible to make the same script work for a container? Thank you so much for your help so far. Link to comment Share on other sites More sharing options...
Deleted2838758User Posted June 9, 2013 Share Posted June 9, 2013 Skyrealism - Portable crafting kits It DOES EXACTLY what you want, might want to look at it Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 9, 2013 Share Posted June 9, 2013 Regarding using the animation. Sabrio is correct that there is a mod which has a portable device with animation. I've just never used it so I can't speak to it. Regarding containers. Yes it is possible. Bags of holding come to mind ^^ Shoot you can do the same with a merchant. I should know, I've just not released it. :P Link to comment Share on other sites More sharing options...
Iconic985 Posted June 9, 2013 Author Share Posted June 9, 2013 Sabrio said: Skyrealism - Portable crafting kits It DOES EXACTLY what you want, might want to look at itNo, it doesn't do what I want. It simply opens the alchemy menu, the same as my current script. I want it to show the alchemy animation, but without an alchemy table. Link to comment Share on other sites More sharing options...
Iconic985 Posted June 9, 2013 Author Share Posted June 9, 2013 I tried to do the same using a container but it didn't work and auto fill was grey out. Here is the script I used Scriptname OpenSatchel extends ObjectReference {Scriptname OpenSatchel extends ObjectReference ObjectReference Property AlchSatchel AutoActor Property PlayerRef Auto Event OnEquipped(Actor Someone)If Someone == PlayerRefGame.DisablePlayerControls(False, False, False, False, False, True) ; Exit menuUtility.Wait(0.01)AlchSatchel.Activate(Someone)Utility.Wait(0.01) Game.EnablePlayerControls(False, False, False, False, False, True) ; Reenable menuEndIfEndEvent} Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 9, 2013 Share Posted June 9, 2013 That would be because you put the script contents into the description. The code is wrapped by {} which is a multi-line comment. In essence you've a blank script. Remove the {} and the second Scriptname line. It should then work. Link to comment Share on other sites More sharing options...
Iconic985 Posted June 11, 2013 Author Share Posted June 11, 2013 I removed the bracket things and I did the auto fill but it still doesn't work. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 11, 2013 Share Posted June 11, 2013 Are you putting the script on the container? If so, you need to put the script on an object that the player would interface with in their inventory. Otherwise you need to make sure you are testing your plugin on a save that has not seen your plugin or the objects in question. So, COC from the main menu to the appropriate area and then test your plugin. Once something is in your save file it wants to stay that way, so it is always best to test without such data in your save file. Link to comment Share on other sites More sharing options...
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