Deleted6015921User Posted August 26, 2013 Share Posted August 26, 2013 OK, so my Idea is to do something no one has thought of yet, Yes I checked nexus, unless its under a different name i didnt see quite the mod i was looking for. What I would like to make will be called (old DnD days lol) Heward's Handy Haversack. Im trying to set up a backpack, napsack looking equipable object, that when equiped/activated in inventory will open up the General Stores dialogue from the General Stores master chest. This would truly be the ultimate resource for pack rats like myself that try to get every thing they can. Though, i can't seem to get the script to run. Is this a script that has to be ran from a container? and if it is how would i be able to veiw and edit the script so that it would be able to be used from say a spell... Any help would be most appriciated. Thank youDreamer Don Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 26, 2013 Share Posted August 26, 2013 I have just the thing, but it doesn't open up the General Stores thing. That setup wasn't my cup of tea. I lost my ability to play Skyrim (computer died) before I could finalize how I wanted to implement the new designs for my bag of holding mod. The following is a modified OnEquipped event block. Modified in that I took out debug related lines and changed variable names so that they'd make sense as to what goes where. This block would go in a script placed on an "armor piece" that looks like a satchel, backpack or whatever you wish. Reveal hidden contents Event OnEquipped(Actor AkActor) If AkActor == Game.GetPlayer() Player = AkActor Player.EquipItem(SatchelArmorPiece, True, True) ; Disallow unequip momentarily Game.DisablePlayerControls(False, False, False, False, False, True) ; Exit menu Utility.Wait(0.01) SatchelContainer.Activate(Player) ; Open container Utility.Wait(0.01) ; Ensure this works from favorites menu Game.EnablePlayerControls(False, False, False, False, False, True) ; Reenable menu Player.UnequipItem(SatchelArmorPiece, False, True) ; Unequip inventory item EndIf EndEvent Replace the line: SatchelContainer.Activate(Player) ; Open container with whatever commands you need to access the General stores thing. What it does is allows you to equip via a quick list hot key or directly from the player inventory. If from the player inventory it will disable the player inventory screen by disabling player controls and perform whatever function you want and then re-enable player controls. In this block it goes further and un-equips the satchel as well, which was necessary as I do not have a visual model that I wished to use. Also I wanted to be able to perform the functions on each access rather than having to manually unequip before I could equip again. Some steps are unnecessary, but I hate typing out Game.GetPlayer() all the time and akActor confuses me as to whom I'm working with. :P Link to comment Share on other sites More sharing options...
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