wilwhitt56 Posted February 5, 2022 Share Posted February 5, 2022 Copied the setup for a DP mask for use in my house. The problem is that it doesn't seem to have a return item script in the set up, as when I click for it to remove it from the bust the mask vanishes rather than go back into my inventory. What script can I put into this to make it return it to my inventory? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted February 6, 2022 Share Posted February 6, 2022 Would be helpful to know what scripts you have and what they are assigned to. Otherwise we'd just be throwing out guesses cause we don't know if the mask being displayed is the actual mask or a static replica that gets enabled / disabled as needed. Link to comment Share on other sites More sharing options...
wilwhitt56 Posted February 6, 2022 Author Share Posted February 6, 2022 Would be helpful to know what scripts you have and what they are assigned to. Otherwise we'd just be throwing out guesses cause we don't know if the mask being displayed is the actual mask or a static replica that gets enabled / disabled as needed.oh, right sorry {Handling Script for Mask Busts} armor property myMask auto{Which mask am I made for?}int property myIndex auto{Need indices to track the various masks}MusicType property FinalMaskRevealMusic auto message property defaultLackTheItemMSG auto dunLabyrinthianUltraMaskBustSCRIPT property master auto bool placed = FALSE EVENT onActivate(objectReference actronaut)if placed == FALSEif actronaut.getItemCount(myMask) >= 1blockActivation()actronaut.removeItem(myMask, 1)placed = TRUEgetLinkedRef().playAnimationandWait("on","TransOn")updateMaster()blockActivation(FALSE)elsedefaultLackTheItemMSG.show()endifelseif placed == TRUEblockActivation()actronaut.addItem(myMask, 1)placed = FALSEgetLinkedRef().playAnimationAndWait("off","TransOff")updateMaster()blockActivation(FALSE)endif endEVENT FUNCTION updateMaster(); empty is false so I must have just placed a maskif myIndex == 01master.Mask01placed = placedelseif myIndex == 02master.Mask02placed = placedelseif myIndex == 03master.Mask03placed = placedelseif myIndex == 04master.Mask04placed = placedelseif myIndex == 05master.Mask05placed = placedelseif myIndex == 06master.Mask06placed = placedelseif myIndex == 07master.Mask07placed = placedelseif myIndex == 08master.Mask08placed = placedendif ; check to see if that completes the collectionif master.mask01placed == TRUE && master.mask02placed == TRUE && master.mask03placed == TRUE && master.mask04placed == TRUE && master.mask05placed == TRUE && master.mask06placed == TRUE && master.mask07placed == TRUE && master.mask08placed == TRUEif master.hasBeenUnlocked == FALSEmaster.hasBeenUnlocked = TRUEobjectReference masterBust = master.myBustActivatormasterBust.playAnimation("on")master.placed = TRUEmaster.getLinkedRef().playAnimation("open")FinalMaskRevealMusic.add()endifendif endFUNCTION Link to comment Share on other sites More sharing options...
wilwhitt56 Posted February 6, 2022 Author Share Posted February 6, 2022 Would be helpful to know what scripts you have and what they are assigned to. Otherwise we'd just be throwing out guesses cause we don't know if the mask being displayed is the actual mask or a static replica that gets enabled / disabled as needed.oh, right sorry {Handling Script for Mask Busts} armor property myMask auto{Which mask am I made for?}int property myIndex auto{Need indices to track the various masks}MusicType property FinalMaskRevealMusic auto message property defaultLackTheItemMSG auto dunLabyrinthianUltraMaskBustSCRIPT property master auto bool placed = FALSE EVENT onActivate(objectReference actronaut)if placed == FALSEif actronaut.getItemCount(myMask) >= 1blockActivation()actronaut.removeItem(myMask, 1)placed = TRUEgetLinkedRef().playAnimationandWait("on","TransOn")updateMaster()blockActivation(FALSE)elsedefaultLackTheItemMSG.show()endifelseif placed == TRUEblockActivation()actronaut.addItem(myMask, 1)placed = FALSEgetLinkedRef().playAnimationAndWait("off","TransOff")updateMaster()blockActivation(FALSE)endif endEVENT FUNCTION updateMaster(); empty is false so I must have just placed a maskif myIndex == 01master.Mask01placed = placedelseif myIndex == 02master.Mask02placed = placedelseif myIndex == 03master.Mask03placed = placedelseif myIndex == 04master.Mask04placed = placedelseif myIndex == 05master.Mask05placed = placedelseif myIndex == 06master.Mask06placed = placedelseif myIndex == 07master.Mask07placed = placedelseif myIndex == 08master.Mask08placed = placedendif ; check to see if that completes the collectionif master.mask01placed == TRUE && master.mask02placed == TRUE && master.mask03placed == TRUE && master.mask04placed == TRUE && master.mask05placed == TRUE && master.mask06placed == TRUE && master.mask07placed == TRUE && master.mask08placed == TRUEif master.hasBeenUnlocked == FALSEmaster.hasBeenUnlocked = TRUEobjectReference masterBust = master.myBustActivatormasterBust.playAnimation("on")master.placed = TRUEmaster.getLinkedRef().playAnimation("open")FinalMaskRevealMusic.add()endifendif endFUNCTION I looked over it, and there doesn't seem to be a return script for it, like a script that puts the mask back in your inventory once you remove it. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted February 6, 2022 Share Posted February 6, 2022 Is this the script from the actual in-game mask stand(s) near the labyrinth? If yes, do not use it. It is tailored for that specific location. You will be better off writing your own script to do exactly what you want. I recommend taking a look at this display resource as it includes all the necessary scripts. You just need to rename all the records that you copy out of the resource plugin. If you intend to edit the scripts for some reason, copy them, rename the copy, link to the appropriate records, assign necessary properties and remove the original script assignments. And if you are working with SSE / SAE rather than SLE, do not worry as the plugin will still load in the SSE CK and allow you to copy the necessary records. It uses the stock meshes and textures so there will be no need to convert those for SSE / SAE either. Link to comment Share on other sites More sharing options...
wilwhitt56 Posted February 7, 2022 Author Share Posted February 7, 2022 Is this the script from the actual in-game mask stand(s) near the labyrinth? If yes, do not use it. It is tailored for that specific location. You will be better off writing your own script to do exactly what you want. I recommend taking a look at this display resource as it includes all the necessary scripts. You just need to rename all the records that you copy out of the resource plugin. If you intend to edit the scripts for some reason, copy them, rename the copy, link to the appropriate records, assign necessary properties and remove the original script assignments. And if you are working with SSE / SAE rather than SLE, do not worry as the plugin will still load in the SSE CK and allow you to copy the necessary records. It uses the stock meshes and textures so there will be no need to convert those for SSE / SAE either.Im trying to use a script from Darkfox127's Unique display. Seems to be working with other items like elder scrolls and Mora's black books. Having a little issue where it's only showing one mask even though i put in all of them, most likely it's just me. Link to comment Share on other sites More sharing options...
wilwhitt56 Posted February 9, 2022 Author Share Posted February 9, 2022 Is this the script from the actual in-game mask stand(s) near the labyrinth? If yes, do not use it. It is tailored for that specific location. You will be better off writing your own script to do exactly what you want. I recommend taking a look at this display resource as it includes all the necessary scripts. You just need to rename all the records that you copy out of the resource plugin. If you intend to edit the scripts for some reason, copy them, rename the copy, link to the appropriate records, assign necessary properties and remove the original script assignments. And if you are working with SSE / SAE rather than SLE, do not worry as the plugin will still load in the SSE CK and allow you to copy the necessary records. It uses the stock meshes and textures so there will be no need to convert those for SSE / SAE either.Im trying to use a script from Darkfox127's Unique display. Seems to be working with other items like elder scrolls and Mora's black books. Having a little issue where it's only showing one mask even though i put in all of them, most likely it's just me. It's Working!! YUSSSS!! Downside is that you can't pull them off the busts and can only remove them from the container. But hey, It's working! Link to comment Share on other sites More sharing options...
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