mikegray Posted October 3, 2013 Share Posted October 3, 2013 On 10/2/2013 at 8:57 PM, IsharaMeradin said: Not at this time. I need to get into the game and see what is happening for myself. Might take a bit as I have borrow a laptop in order to do so. No Problem, glad to help. I'm trying to learn how to make my own mods, so the process itself is interesting to me ... Link to comment Share on other sites More sharing options...
LukeH Posted November 13, 2013 Share Posted November 13, 2013 (edited) How is this going? I was looking around around to see how/if some things are doable in order to do do the exact same idea and stumbled upon this.I wanted to allow crafting using items in follower/horse inventory but only while they are in the same cell. Are you going to make this a framework so different mods can tap in and use it's features? If yes...Is there going to be an API to register containers so you won't have to use the ring method? (it could still use an item you place there but an unplayable one that would be placed by script)Would you make an option to use a registered container if and only if it is in the same cell with the player?Will this transfer also weapons/armors in order to also allow tempring them or only crafting? If the answer is yes to all those I will use it. PS: I believe there are better ways to detect when crafting stops (and starts). See http://www.creationkit.com/Talk:IsInMenuMode_-_Utility most likely used in kuertee's Professions. Edited November 13, 2013 by LukeH Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 13, 2013 Author Share Posted November 13, 2013 Quote How is this going?It isn't going. I haven't looked at it in some time. Too many things at the moment that are apparently not working for others. It most likely needs to be rebuilt from the ground up. Quote Are you going to make this a framework so different mods can tap in and use it's features? If yes...Most script related mods by me are designed so that others can use them... as far as framework... I design something that is functional, if someone wants their mod to use it then they parent and require mine. I don't do special setups. Not even sure how to make a framework that anyone can use without requiring the mod to be a parent. Quote Is there going to be an API to register containers so you won't have to use the ring method? (it could still use an item you place there but an unplayable one that would be placed by script)I have no idea what you mean by API. I work within my understanding of the game and the Creation Kit. SKSE is about as third party as I get. Quote Would you make an option to use a registered container if and only if it is in the same cell with the player?That was its intent. Register as many as you want but aliases fill up to 100 local container references. Quote Will this transfer also weapons/armors in order to also allow tempring them or only crafting?It could. At first, I was going to limit it by object type but when you need salt for alchemy and cooking... I decide it would be better to let the player simply decide what to store. Quote I believe there are better ways to detect when crafting stops (and starts). See http://www.creationk...uMode_-_Utility most likely used in kuertee's Professions.I'm not sure because crafting does not pause the game. It only pauses when the various boxes appear rather than during the entire event. Link to comment Share on other sites More sharing options...
LukeH Posted November 14, 2013 Share Posted November 14, 2013 On 11/13/2013 at 2:43 PM, IsharaMeradin said: It isn't going. I haven't looked at it in some time. Too many things at the moment that are apparently not working for others. It most likely needs to be rebuilt from the ground up.Seems there's another mod also doing this: http://skyrim.nexusmods.com/mods/33963/? On 11/13/2013 at 2:43 PM, IsharaMeradin said: Most script related mods by me are designed so that others can use them... as far as framework... I design something that is functional, if someone wants their mod to use it then they parent and require mine. I don't do special setups. Not even sure how to make a framework that anyone can use without requiring the mod to be a parent. I have no idea what you mean by API. I work within my understanding of the game and the Creation Kit. SKSE is about as third party as I get.That was its intent. Register as many as you want but aliases fill up to 100 local container references. Another modder could use getFromFromFile to get your Quest for example (I assume there's a quest controlling the mechanics) then cast it to the script then call your methods. By API I mean those methods another mod can call. There could be for example registerContainer(ObjectReference container, Bool useOnlyIfSameCell, [other flags with default values]) retrieveItems(ObjectReference continer, ObjectReference crafter) storeBackItems(ObjectReference continer, ObjectReference crafter) On 11/13/2013 at 2:43 PM, IsharaMeradin said: That was its intent. Register as many as you want but aliases fill up to 100 local container references. Now thinking of it that may not be enough for what I want. For example the horse from CH may have the container in a specific fixed place and I want to have access to it when the horse is near. On 11/13/2013 at 2:43 PM, IsharaMeradin said: I'm not sure because crafting does not pause the game. It only pauses when the various boxes appear rather than during the entire event. That's right and that's what is actually about on the talk page even if is the page about menu mode. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 14, 2013 Author Share Posted November 14, 2013 If your horse's container is in a fixed cell, treat it like a bag of holding instead of a local container. i.e. a fixed reference alias on the controlling quest rather than a randomly filled alias. You still have me lost on the API thing. I've heard of and seen GetFormFromFile in use but have never had need to use it myself. If you are saying to use some hidden script that has my functions on it instead of using the main script, I had trouble setting that kind of thing up and just stuck with what I need in the current script. There is still a lot of Papyrus that I don't understand. I'm just one of the few that is willing to share what I do know.... Regarding that other mod, it didn't interest me. I prefer things to be as hands free as possible. I didn't even want to use the rings but I had to have some means of registering containers and starting/stopping the quest. That is why personally, I have a bag of holding (BOH) that will auto store any item I put into it. It will return those items to me when I drop the BOH so that I can sell or craft with it all right there. Link to comment Share on other sites More sharing options...
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