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Wolfpack49

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Everything posted by Wolfpack49

  1. Yeah, sorry if it wasn't very clear, but that's exactly right. I've got a case where another mod is interrupting the furniture marker object's activation with a chooser dialogue box, and then proceeding on to the triggered furniture use in one case, but not in the other. The furniture use trigger should really be activated in both cases, but I'm deciding whether or not I want to bother. Humm. Thank you in any case, at least I know now where to look. :smile:
  2. Just wondering where exactly the 'use furniture animation' (e.g. the tanning rack) needs to be triggered, as well as the 'using furniture' state. Can that only be done in the CK, or can it be set somewhere in xEdit or Papyrus?
  3. Thanks for answering! Ok, there may be another texture I can reference - will continue testing.
  4. I have some Activator items that should probably have some DNAM (Direction Material) properties set but I am not seeing these values available in xEdit to Activators, only Statics. Is it possible to add DNAM settings to Activators? Thanks in advance! :)
  5. Well, I think I was able to express this really simply using the existing handler I had and Game.queryStat. It seems to do a pretty reliable job of picking up harvested ingredients, but comparing the newly queried number with the last number manages to isolate the harvested items was a great find! Tested harvestable items and plain stuff on tables and it's now doing what it should only for the harvests. Thanks for pointing me in the right direction! :smile: int item_harvested Function handle_added_item(Form item, int count, ObjectReference ref, ObjectReference src) int item_harvested_now = Game.queryStat("Ingredients Harvested") if item_harvested_now > item_harvested _debug("Item(s) Harvested") item_harvested = item_harvested_now endif EndFunction
  6. Ah ha! OnTrackedStatsEvent was the one I was looking for, but that's really too bad Ingredients Harvested doesn't fire. Okay, well, I think I can work this -- thanks Rich! :)
  7. Thanks @RichWebster -- this is great! I think my need might be simpler -- I just need to check whether an added item was harvested, then do something. Right now, I am successfully detecting added ingredients, flora and food and excluding anything grabbed via inventory menu. I'd like also to exclude stuff that is simply picked up on tables or on shelves. I was thinking of perhaps checking whether the item is in an interior to exclude most dungeons and shops, but this of course wouldnt catch everything, and some stuff in interiors do actually need to be harvested. I'm actully suiprised there isn't some kind of flag/indicator for activity types, but I'm going to take a closer look at the IngredientsHarvested stat. Thanks again. :)
  8. So not sure if it is possible to identify specifically an (E) keypress activity that is Harvesting vs the other types of activities (Steal/Take/Open/Read). Is there some way to identify the activity type in Papyrus? The closest I could find in the papyrus documentation is GetActionRef under the OnActivate event but there does not appear to be any documentation on it. Has anyone sucessfully been able to parse an Activity Type?
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