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Klehron

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  1. Hello, I use both the MOD Legacy Of The Dragonborn and Creafting Requires Tools Redone. I find the latter very immersive, but it is not compatible with Legacy's crafting looting. Although I don't have the necessary tools, I can use the workbench or forge when crafting looting is active. I have looked at the function for both plugins with xEdit to see if there is any way to write a compatibility plugin. Both mods use a perks with different scripts and conditions to hook into the workbench. It seems that both scripts run when you activate the workbench. Does anyone have any ideas on how to write a compatibility plugin here? So first asking if you have the necessary tool and if so, then using the crafting looting (if active). It would be very great if someone could help me.
  2. Hello, I'm trying to create a mod for myself and have some issue. Hopefull someone can help me: I already found a simular issue here but the solution doesn't work for me. I have an item in the inventory (it is a portalstone), it can be activated (equiped) directly in the inventory. Than an activator (also a portalstone) will be placed in front of the player. This currently works fine. At the end the object from the inventory should be removed. but this doesn't happen. Later I want to add a second portalstone to teleport the player between both placed stones. Here is the script for placemet: ScriptName PortalStoneItemScript extends ObjectReference Int Property StoneId auto PortalStoneQuestScript property PortalQuest auto ObjectReference property PortalstoneRef auto Sound Property PlacementSound auto Message Property ConfirmPlacementMsg auto ObjectReference currentContainer = None function OnInit() self.Disable(false) utility.wait(0.500000) self.Enable(false) self.BlockActivation(true) endFunction Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If (akNewContainer != none) currentContainer = akNewContainer Endif EndEvent Function OnEquipped(actor akActor) If akActor == game.GetPlayer() Game.DisablePlayerControls(False, False, False, False, False, True) int button = ConfirmPlacementMsg.Show() If button == 0 PortalstoneRef.MoveTo(akActor, 0.000000, 0.000000, 0.000000, true) PortalstoneRef.Enable(true) PortalstoneRef.BlockActivation(true) PortalstoneRef.SetActorOwner(akActor.GetActorBase()) float angelZ = PortalstoneRef.GetAngleZ() float angelDiff = PortalstoneRef.GetHeadingAngle(game.GetPlayer() as ObjectReference) PortalstoneRef.SetAngle(0, 0, angelZ + angelDiff) PlacementSound.Play(akActor as ObjectReference) If StoneId == 1 PortalQuest.StoneAPlaced = true ElseIf StoneId == 2 PortalQuest.StoneBPlaced = true EndIf self.Disable(false) self.Delete() if (currentContainer != none) debug.notification("currentContainer: " + currentContainer.GetName()) ; we are in some container currentContainer.RemoveItem(Self.GetBaseObject(), currentContainer.GetItemCount(Self.GetBaseObject()), true) else debug.notification("currentContainer: none") Game.GetPlayer().RemoveItem(Self.GetBaseObject(), Game.GetPlayer().GetItemCount(Self.GetBaseObject()), true) ; ^ just in case. Self.Disable() endif utility.wait(0.500000) Game.EnablePlayerControls(False, False, False, False, False, True) EndIf EndIf EndFunction What do I wrong or it is not possible to remove an item from the inventory by itself? Maybe something is missing and someone can help me.
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