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Help me with this chargen script


jiffyadvent

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Greetings,

 

I've been tinkering with the main quest script of Random Alternate Start by syclonix.

 

I've got really little knowledge and skills when in comes to scripting in the Creation Kit, but the idea was to modify the different items and equipment the mod RAS gave you with each different starting kits to get and call items from two other mods - Immersive Armors and Immersive Weapons.



All I did was modify and remove the default equipment the different kits gave you by first (following the format of the script)

Adding the property of objects to be used:

 

; Enchanted Necklaces
Armor Property EnchNecklaceTwoHanded02 Auto
Armor Property EnchNecklaceSpeechcraft04 Auto
Armor Property EnchNecklaceAlchemy03 Auto
Armor Property EnchNecklaceTwoHanded06 Auto
Armor Property EnchNecklaceMagicka06 Auto
Armor Property EnchNecklaceMagicka04 Auto
Armor Property EnchNecklaceOneHanded06 Auto
Armor Property EnchNecklaceSpeechcraft02 Auto
Armor Property EnchNecklaceSpeechcraft06 Auto
Armor Property EnchNecklaceOneHanded03 Auto

; Enchanted Rings
Armor Property EnchRingMarksman06 Auto
Armor Property EnchRingHealth05 Auto
Armor Property EnchRingHeavyArmor06 Auto
Armor Property EnchRingLightArmor04 Auto
Armor Property EnchRingOneHanded06 Auto


FROM the immersive weapons and armors mod

; Immersive Armors
Armor Property ApotheusBoots Auto
Armor Property ApotheusGloves Auto
Armor Property ApotheusCuirass Auto
Armor Property ApotheusScarf Auto
Armor Property ApotheusHood Auto
Armor Property ArmorBarbarianCuirass Auto
Armor Property ArmorBarbarianBoots Auto
Armor Property ArmorBarbarianGauntlets Auto
Armor Property ArmorBarbarianHelmet Auto
Armor Property ArmorPlatedMagiorderCuirass1 Auto
Armor Property PlatedMagiPlateBootsorder1 Auto
Armor Property PlatedMagiGauntletsOrder1 Auto
Armor Property PlatedMagiPlateOrderHelmet1 Auto

; Immersive Weapons
Ammo Property aSushiyantAriyanKiyanArrow Auto
Ammo Property AlexExoticArrow Auto
Ammo Property SvartboughArrow Auto
Weapon Property I5KURWArmingSword Auto
Weapon Property SvartboughBow Auto
Weapon Property NS_2steelspear Auto
Weapon Property HBBElvenHawkBow Auto
Weapon Property I5KBarbarianGreatAxeDUPLICATE001 Auto
Weapon Property NobleClaymore Auto
Weapon Property NobleSword Auto
Weapon Property I5KURWRidersBlade2H Auto

^ that is an example of the objectIDs that I used below to add the items

 

by replacing the existing chargen items, example below:

	;## No Class ##
	If iClass == 0
		; No Class Items
		PlayerREF.AddItem(ClothesPrisonerTunic, 1, True)
		PlayerREF.AddItem(ClothesPrisonerShoes, 1, True)
			PlayerREF.EquipItem(ClothesPrisonerTunic, abSilent = True)
			PlayerREF.EquipItem(ClothesPrisonerShoes, abSilent = True)
		
	;## Archer ##
	ElseIf iClass == 1
	
		; Archer Weapons
		PlayerREF.AddItem(I5KURWArmingSword, 1, True)
		PlayerREF.AddItem(SvartboughBow, 1, True)
		PlayerREF.AddItem(SvartboughArrow, RandomInt(50, 90), True)
			PlayerREF.EquipItem(SvartboughBow, abSilent = True)
			PlayerREF.EquipItem(SvartboughArrow, abSilent = True)

 

The script compiles fine and I get no errors whatsoever.

 

 

The problem is they do not show up in game right after chargen and you pop out a random spot when they should. My PC has nothing equipped that I have defiened from the mods IA and IW, even vanilla objects such as enchanted necklaces etc.. except the universal items at the bottom of the script you can see for yourself to anyone willing to help.

I've even tried copying the records of armors and weapons from immersive weapons and armor into the "Random Alternate Start.esp" but still no items show up.

 

 

 



Note: I cannot upload or attach the
source file for RAS by syclonix so you will have to look at it your self
by downloading the mod, syclonix included it. I am also doing this for
personal purposes.

 

Thanks. :)

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Greetings,

 

I've been tinkering with the main quest script of Random Alternate Start by syclonix.

 

I've got really little knowledge and skills when in comes to scripting in the Creation Kit, but the idea was to modify the different items and equipment the mod RAS gave you with each different starting kits to get and call items from two other mods - Immersive Armors and Immersive Weapons.

 

 

All I did was modify and remove the default equipment the different kits gave you by first (following the format of the script)

 

Adding the property of objects to be used:

 

; Enchanted Necklaces
Armor Property EnchNecklaceTwoHanded02 Auto
Armor Property EnchNecklaceSpeechcraft04 Auto
Armor Property EnchNecklaceAlchemy03 Auto
Armor Property EnchNecklaceTwoHanded06 Auto
Armor Property EnchNecklaceMagicka06 Auto
Armor Property EnchNecklaceMagicka04 Auto
Armor Property EnchNecklaceOneHanded06 Auto
Armor Property EnchNecklaceSpeechcraft02 Auto
Armor Property EnchNecklaceSpeechcraft06 Auto
Armor Property EnchNecklaceOneHanded03 Auto

; Enchanted Rings
Armor Property EnchRingMarksman06 Auto
Armor Property EnchRingHealth05 Auto
Armor Property EnchRingHeavyArmor06 Auto
Armor Property EnchRingLightArmor04 Auto
Armor Property EnchRingOneHanded06 Auto


FROM the immersive weapons and armors mod

; Immersive Armors
Armor Property ApotheusBoots Auto
Armor Property ApotheusGloves Auto
Armor Property ApotheusCuirass Auto
Armor Property ApotheusScarf Auto
Armor Property ApotheusHood Auto
Armor Property ArmorBarbarianCuirass Auto
Armor Property ArmorBarbarianBoots Auto
Armor Property ArmorBarbarianGauntlets Auto
Armor Property ArmorBarbarianHelmet Auto
Armor Property ArmorPlatedMagiorderCuirass1 Auto
Armor Property PlatedMagiPlateBootsorder1 Auto
Armor Property PlatedMagiGauntletsOrder1 Auto
Armor Property PlatedMagiPlateOrderHelmet1 Auto

; Immersive Weapons
Ammo Property aSushiyantAriyanKiyanArrow Auto
Ammo Property AlexExoticArrow Auto
Ammo Property SvartboughArrow Auto
Weapon Property I5KURWArmingSword Auto
Weapon Property SvartboughBow Auto
Weapon Property NS_2steelspear Auto
Weapon Property HBBElvenHawkBow Auto
Weapon Property I5KBarbarianGreatAxeDUPLICATE001 Auto
Weapon Property NobleClaymore Auto
Weapon Property NobleSword Auto
Weapon Property I5KURWRidersBlade2H Auto

^ that is an example of the objectIDs that I used below to add the items

 

by replacing the existing chargen items, example below:

 

 

	;## No Class ##
	If iClass == 0
		; No Class Items
		PlayerREF.AddItem(ClothesPrisonerTunic, 1, True)
		PlayerREF.AddItem(ClothesPrisonerShoes, 1, True)
			PlayerREF.EquipItem(ClothesPrisonerTunic, abSilent = True)
			PlayerREF.EquipItem(ClothesPrisonerShoes, abSilent = True)
		
	;## Archer ##
	ElseIf iClass == 1
	
		; Archer Weapons
		PlayerREF.AddItem(I5KURWArmingSword, 1, True)
		PlayerREF.AddItem(SvartboughBow, 1, True)
		PlayerREF.AddItem(SvartboughArrow, RandomInt(50, 90), True)
			PlayerREF.EquipItem(SvartboughBow, abSilent = True)
			PlayerREF.EquipItem(SvartboughArrow, abSilent = True)

 

The script compiles fine and I get no errors whatsoever.

 

 

The problem is they do not show up in game right after chargen and you pop out a random spot when they should. My PC has nothing equipped that I have defiened from the mods IA and IW, even vanilla objects such as enchanted necklaces etc.. except the universal items at the bottom of the script you can see for yourself to anyone willing to help.

 

I've even tried copying the records of armors and weapons from immersive weapons and armor into the "Random Alternate Start.esp" but still no items show up.

 

 

 

 

 

Note: I cannot upload or attach the

source file for RAS by syclonix so you will have to look at it your self

by downloading the mod, syclonix included it. I am also doing this for

personal purposes.

 

Thanks. :smile:

This may not be a scripting issue but rather a plugin issue. I have had trouble in the past getting mods to utilize information from each other. Is this script called by your own mod, while the two mods containing the weapons are separate ESPs? If so, the game may be having trouble finding the weapons unless you make the other two ESPs containing the weapons into masterfiles, and then make your mod into an ESP that requires those two masterfiles.

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