IsharaMeradin Posted August 13, 2022 Share Posted August 13, 2022 The keywords on crafting stations that start with WI are to trigger "World Interactions". Basically, if an NPC is nearby the story manager can trigger them to say something about what you just crafted. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted August 13, 2022 Author Share Posted August 13, 2022 Can you give me the path in the CK to an animation using such a keyword, I've searched and I can't find any. So I'd to learn this about the CK:) diziet Link to comment Share on other sites More sharing options...
TyburnKetch Posted August 14, 2022 Share Posted August 14, 2022 I dont think those keywords (WI) are linked to animations. But IsBlacksmithForge, for instance, is a keyword used in animations. As is IsEnchanting etc. Looking at the uses for this keyword brings up it is used in the idle blacksmith forge root. Which is Character/idle anim/ActivateRootChar/chair/blacksmithForgeRoot. Clicking on the root shows the condition of the keyword. IsBlackSmithForge. Not sure if that was what you were after, but thought I would put it down anyway. Link to comment Share on other sites More sharing options...
dylbill Posted August 14, 2022 Share Posted August 14, 2022 Hello, thought I'd give my take. As an alternative, you can use a perk with a perk fragment script. Add it to the player With PlayerRef.AddPerk(MyPerk). In your perk, make a new perk entry. Set it to Entry Point, Activate, Add Activate Choice and check the Run Immedately box. Add a keyword to Target, HasKeyword CraftingSmithingForge == 1 Then, in your perk fragment you can do: Debug.Notification(akTargetRef.GetDisplayName() + " Was Activated") The perk entry will run whenever the player activates an object reference with the CraftingSmithingForge keyword. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 14, 2022 Share Posted August 14, 2022 It has been a while, is there any conflict between multiple mods using perk entry points for activation? When I was working on my inventory management mod, I was told that it was an option but that another mod also used it and mine would conflict. Thus when I rebuilt it, I did not continue with that route. It might have been that I wanted my stuff to take place at every activation rather that at a specific choice in a menu. Its one thing to loot and then feed on a corpse. It is a totally different thing to activate a workstation choice for one mod when multiple mods might need to know when the workstation is activated. Not sure if perk entry point is the best solution for this scenario. Link to comment Share on other sites More sharing options...
dylbill Posted August 14, 2022 Share Posted August 14, 2022 It has been a while, is there any conflict between multiple mods using perk entry points for activation? When I was working on my inventory management mod, I was told that it was an option but that another mod also used it and mine would conflict. Thus when I rebuilt it, I did not continue with that route. It might have been that I wanted my stuff to take place at every activation rather that at a specific choice in a menu. Its one thing to loot and then feed on a corpse. It is a totally different thing to activate a workstation choice for one mod when multiple mods might need to know when the workstation is activated. Not sure if perk entry point is the best solution for this scenario. I tested this out actually, and it doesn't conflict. I used this method in a recent mod of mine to detect when the player opens a container. I made another esp with another perk that had basically the same entry and put debug notifications in both fragments. With both esps active, I got notifications from both perk entries when activating a container. Link to comment Share on other sites More sharing options...
maxarturo Posted August 15, 2022 Share Posted August 15, 2022 Well, the best and less process expensive way would be to create a DLL that runs a reverse 'Activation Event' to detect the furniture activation by the player and runs on the player, for example: Instead of Event OnActivate() To Event WhenPlayerActivates() But, our fellow modders have already gave you some soutions that you can work on. Link to comment Share on other sites More sharing options...
Sphered Posted August 15, 2022 Share Posted August 15, 2022 Potentially helpful calls HasKeywordString("CraftingTanningRack") etc Keyword ABC123 = Keyword.GetKeyword("CraftingSmelter") etc GetFurnitureReference() OnMenuOpen() though this one needs registration If sit counts like in other capacities it can overlap with other furniture use, not sure on crafting... Event OnSit(ObjectReference akFurniture) IsFurnitureMarkerInUse() Link to comment Share on other sites More sharing options...
dizietemblesssma Posted August 15, 2022 Author Share Posted August 15, 2022 This is quite a bit for me to think about, as usual everyone has been very helpful!The dll sounds like the most reusable course, but I'd have to restart my (free) online c++ course that I gave up on a year or so ago:) diziet Link to comment Share on other sites More sharing options...
dizietemblesssma Posted August 16, 2022 Author Share Posted August 16, 2022 Looking at the uses for this keyword brings up it is used in the idle blacksmith forge root. Which is Character/idle anim/ActivateRootChar/chair/blacksmithForgeRoot.Ah, that's where they are. thankyou:) diziet Link to comment Share on other sites More sharing options...
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