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onetoomany11

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  1. I know this is old as hell but I just ran into this problem and am wondering if anyone figured out the cause/solution to this.
  2. In response to post #10416357. #10416500, #10416695, #10417004, #10417067 are all replies on the same post. I thought it was funny as hell because of all the people who thought it was serious!
  3. Hi Sjogga, I just wanted to point this out if it hasn't been covered already that your script for placing claws can be modified slightly to use with placing any type of item to include the Daedric Artifacts. Here is a my script for weapons: Scriptname DawnbreakerScriptNew extends ObjectReference Weapon Property WeaponToPlace Auto {The claw we want to place}Bool Property isPlaced = false Auto HiddenMessage Property FailMessage auto{The message to show if the player doesn't have the weapon in their inventory} Event OnActivate(ObjectReference akActivator) if(isPlaced == FALSE) ; is the weapon placed? if akActivator.getItemCount(WeaponToPlace) >= 1 ; Does the player have the Weapon? isPlaced = TRUE self.getLinkedRef().enable() ; Enable the Static Weapon (akActivator as actor).removeItem(WeaponToPlace, 1) ; Remove the weapon from the players inventory else FailMessage.show() ; If the player doesnt have the weapon, show the Fail message. endif else isPlaced = FALSE self.getLinkedRef().disable() ; If the weapon was already placed, disable the static claw (akActivator as actor).addItem(WeaponToPlace, 1) ; add the weapon back. endifendEvent Hope this helps anyone out there.
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