Jump to content

create MCM to change "armoraddons"


Recommended Posts

got this "armor" property that has multiple "armoraddon" sets. could an MCM be created to change those in game? say like Body armor that uses 3 (feet, hands and body) armoraddons but there are 9 AA's for different conditions so i would want to change the "set" in game.

 

multiple "armors" can not be made as this is a vanilla item and has over 100 uses including one race.

 

i have tried to search at maybe using "conditions" but i really am retarded at trying to google things i guess :D

Link to comment
Share on other sites

Normally when an armor is equipped the armor addons that match the race of the one equipping will automatically be used. This is why Argonians and Khajiit can have their own properly shaped helmets. Having multiple armor addons valid for the same race and same body slot could have unreliable results.

 

What you can do instead: Change the NIF file used for the armor's attached armor addon records.

See here: GetNthArmorAddon, GetModelPath and SetModelPath

 

I would recommend not doing this while in the MCM. Instead use the MCM to set a variable value (could be local or an actual global variable property if needed elsewhere). Register for a short update in the OnConfigClose event and then do the actual switching in the OnUpdate event.

 

Do note that this would change it across the board for all instances.

Link to comment
Share on other sites

what i am trying to do is, for my VampireLord ReVamped mod i am trying to make it where if the player is Argonian or Khajiit then they would just select that body mesh in the MCM instead of having to use multiple esp files. BUT i am no good at scripting.

Link to comment
Share on other sites

Confused, why do you need multiple esp files? Create a Khajiit only armor addon, a Argonian only armor addon and add those with the everybody else armor addon to the armor record. One armor with all the races. No user selection needed as it would all be automatic using the system already in place. If you need to remove Argonians and Khajiit from an existing armor addon record to make this work, then do so. Shouldn't cause any issue.

Link to comment
Share on other sites

Okay, then the first option I mentioned is the way to go. I myself haven't used the model changing functions. While I could come up with a theory as to how it might need to be done, I really don't want to code something up that may not work should I have a flawed understanding in the usage of these particular functions. Hopefully others who have used these functions will see this thread and give appropriate instruction.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...