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Wolfhound2

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Everything posted by Wolfhound2

  1. I'm an idiot. :geek: I was desperately trying to find a way to get around grabbing a reference to the weapon in your inventory when you equip it, knowing that it doesn't have a reference. I totally forgot about grabbing the base object instead, using GetBaseObject as per glowplug's code. D'oh! As me ma use to say "there's more than one way to skin a Khajit."
  2. Hi I'm not sure it can be done with a generic script that you can just attach to any equippable object, without hardcoding the object, like the Amulet Of Kings script does. UnEquipMe needs a reference to the object you want to unequip. So it will only work within a loop while scanning through Inventory items (see OBSE docs 'Ref-walking functions' and 'Inventory References') That's probably why it wouldn't compile for you. I've been playing around in the CS trying to see how this could be done. The fundamental snag is that when the item is in your inventory, it does NOT have a reference, so you can't pick up 'this thing's reference' in order to be able to do anything with it, like unequipping or putting its name in a message and so on, with no hard-coding. Even if you used an inventory-walking loop, you would still have the problem of seeing if 'this thing' matches the current temporary inventory ref, because you're back to the first problem - can't get 'this thing's' reference. T'is a bit of a conundrum, so it is. :geek: I'll have a bit more of a poke around the CS, and get back to you if I find a way to do it. Feel free to throw questions at me, I'm working on a mod overhaul at the moment, so I'm fairly active here for now.
  3. Also, Paint.Net will happily work with DDS files. That's what I normally use for texture-twiddling.
  4. Hi - just thinking out loud here.. I wonder if this can be achieved without CloneForm, by applying an enchantment to the weapon? I can't see from the OBSE documentation, so I'm not sure if <ref>.SetEnchantment <whatEnchantment> affects that specific reference, or the base object, which would leave you back at square one... But if it only applies to that specific reference, you might be able to achieve the sort of powerup you're looking for with an enchantment. If that does work, you could set a huge charge, with only a one-point usage per hit, so it wouldn't run out on the NPC anytime soon. You could even maintain your database of who has what, and periodically charge the weapons up. Just a thought, and probably not a good one! @Contrathetix Nice detailed explanation on the CloneForm thing - thanks, it clarified some things for me. Incidentally, I'm having a major CloneForm problem myself in a mod I'm working on, and I'll be posting a thread here in hope of a solution.. but that's a whole other thing.
  5. Hi Turielo I don't think it's practical to do an autosorter without OBSE, to be honest. This type of mod is mainly what I've worked on, and I long ago gave up on doing anything like that in standard Oblivion script - it's just far too inflexible and laborious, as you've discovered. One big issue with using the vanilla 'RemoveItem' and 'AddItem' functions is that the thing you add to the container is NOT the same thing that you remove from your inventory. For example, you have a damaged sword, an enchanted bow that's only half charged, and a stolen Silver Urn... You remove these from inventory, and add them to a container. The things you add are 'Base Objects' - so they are pristine, fully charged, and nobody owns them. Your container now has a perfect sword, a fully charged bow, and that Silver Urn has been 'laundered'. So, not the way to go... (Pardon the shameless self-promotion here, but it is relevant...) I have a mod that does basically what you want, but it uses OBSE extensively to avoid the problems you have, namely too many items to list in the code. So it uses the OBSE functions to check the item types (and other properties) and selectively move them, rather than laboriously having to check every individual item. Also, doing it this way means that it can handle anything added by other mods - if it's an enchanted two-hand sword, my mod recognises it as such, and shoves it in the container you set up for enchanted two-hand swords, or whatever. The mod is called "The Art of speedy depositing" - search for name contains "speedy deposit" here on The Nexus. You are more than welcome to look through that code, and steal anything you think could be useful. Bear in mind, you'll have to get the CS working with OBSE first. I'll happily answer any questions you have about the mod code and how it works. However - and this is a HUGE caveat - the code in that was written in a much earlier version of OBSE which lacked the inventory reference functions, so I had to use a major (and very clunky) workaround to get it to work at all. I would not recommend you do it exactly the same way, but it could at least give you some ideas. It should be worth having a look at it, to see how a flexible autosorter can work. Depending on the time-frame for your house, I might have far better news for you, though... pm me if you're interested. Hint: I'm working on a complete re-write, using the latest OBSE functions. It's not imminent, but it's not too far away either. Also, it will be done as a 'Master' so it will then be easy to add patches for house mods, which might be of interest to you... Cheers
  6. No apologies needed, Dark0ne - **** happens. Changing password... return to lurk mode... Edit: Errrrr... ok, I give up - how do I change my password? :o)
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