Deleted158200783User Posted October 7, 2022 Share Posted October 7, 2022 (edited) So I recently made a mod that's called Arch-Mage's Tower for Mannimarco Revisited. Finally Arcane University as it should be with a big Mage's tower worthy of true wizards. I have only one small problem. I cannot seem to make script where you can put ayleid statues after you steal them from Umbacano in your display case in your Arch-Mage's Chambers. I tried to do it in the game but the space is blocked by invisible barrier and I cannot put the statues in display case. They have to be placed there using script and I don't know anything with the scripts it's too hard. This is a link to my mod : https://www.nexusmods.com/oblivion/mods/52389 Can someome make this for me please? Also, if there is a way that the grate in fireplace in Arch-Mage's chambers can be non-interactable I would be grateful for that. I tried everything and it didn't work so when you interact with the grate I simply added a message "This grate leads nowhere", but I would like it to be non interactable so that you cannot interact with it since it doesn't lead anywhere. Everything works except that 2 things so It's really annoying me. I'll reward the person who helps me out ;) Thanks.... Edited October 7, 2022 by Guest Link to comment Share on other sites More sharing options...
IcelandicPsychotic Posted October 7, 2022 Share Posted October 7, 2022 The grate is an easy fix. Open up the grate activator and find the folder where its model is located. Then create a new static object using that same model file. Then just place your new static grate instead of the activator one. As for the ayleid statues you can check Umbacano's manor to see how it's done there. The cell ID is ICTalozPlazaUmbacanoManorUpstairs.In Umbacano's manor you can see the statues inside a big display case. It seems to be unique, it probably has some different features that allow the statues to fit inside. If you double-click the statues inside you'll see that they're all marked as "Persistent Reference" and "Initially Disabled".Their IDs are all like "MS21Statue7" or something. Find them in the Cell View window (the list on the right of the window), right-click one of them and click "Use Info". Now you can see every instance where this particular object is used. You'll see it's used by a script. If you open the script you'll see it uses the enable command to make the statue appear inside the display case. Maybe you can do something similar in your mod. Link to comment Share on other sites More sharing options...
RomanR Posted October 7, 2022 Share Posted October 7, 2022 To solve this problem you must know how the original display works. Umbacano's display is defined as "door" and in its model are placed "copies" of Ayleid Statues. They're edited as disabled in the beginning and are made visible using Enable command according the count of Ayleid Statues you brought or sell elsewhere (the quest scripting makes that he buys the sold ones and they will be in his display too). As display is edited as door and not container, you can't place the Ayleid Statues back. So to make yours I would take these steps:1. Define container using same model as Umbacano's and place it in your room.2. Make your own copies of Ayleid Statues and place them into the display. Edit them as "Initially Disabled" and also make them static, so they can't be taken.3. Attach this script to the display: scn StolenUmbacanoStatues int count int count2 short check begin OnActivate player set check to 1 Activate end begin GameMode if check != 0 set count to GetItemCount MS21AyleidStatueUmbacano ;stolen ones set count2 to GetItemCount MS21AyleidStatue ;originals set count to count + count2 if count > 10 set count to 10 endif if count >= 0 if count >= 1 if AyleidStatueDisplay1.GetDisabled != 0 AyleidStatueDisplay1.Enable endif endif if count < 1 if AyleidStatueDisplay1.GetDisabled == 0 AyleidStatueDisplay1.Disable endif endif if count >= 2 if AyleidStatueDisplay2.GetDisabled != 0 AyleidStatueDisplay2.Enable endif endif if count < 2 if AyleidStatueDisplay2.GetDisabled == 0 AyleidStatueDisplay2.Disable endif endif if count >= 3 if AyleidStatueDisplay3.GetDisabled != 0 AyleidStatueDisplay3.Enable endif endif if count < 3 if AyleidStatueDisplay3.GetDisabled == 0 AyleidStatueDisplay3.Disable endif endif if count >= 4 if AyleidStatueDisplay4.GetDisabled != 0 AyleidStatueDisplay4.Enable endif endif if count < 4 if AyleidStatueDisplay4.GetDisabled == 0 AyleidStatueDisplay4.Disable endif endif if count >= 5 if AyleidStatueDisplay5.GetDisabled != 0 AyleidStatueDisplay5.Enable endif endif if count < 5 if AyleidStatueDisplay5.GetDisabled == 0 AyleidStatueDisplay5.Disable endif endif if count >= 6 if AyleidStatueDisplay6.GetDisabled != 0 AyleidStatueDisplay6.Enable endif endif if count < 6 if AyleidStatueDisplay6.GetDisabled == 0 AyleidStatueDisplay6.Disable endif endif if count >= 7 if AyleidStatueDisplay7.GetDisabled != 0 AyleidStatueDisplay7.Enable endif endif if count < 7 if AyleidStatueDisplay7.GetDisabled == 0 AyleidStatueDisplay7.Disable endif endif if count >= 8 if AyleidStatueDisplay8.GetDisabled != 0 AyleidStatueDisplay8.Enable endif endif if count < 8 if AyleidStatueDisplay8.GetDisabled == 0 AyleidStatueDisplay8.Disable endif endif if count >= 9 if AyleidStatueDisplay9.GetDisabled != 0 AyleidStatueDisplay9.Enable endif endif if count < 9 if AyleidStatueDisplay9.GetDisabled == 0 AyleidStatueDisplay9.Disable endif endif if count >= 10 if AyleidStatueDisplay10.GetDisabled != 0 AyleidStatueDisplay10.Enable endif endif if count < 10 if AyleidStatueDisplay10.GetDisabled == 0 AyleidStatueDisplay10.Disable endif endif endif set check to 0 endif end This script checks how many original or Umbacano's statues you placed in this container and will show the copies according to number you placed in (max 10). As you see I named the copies as AyleidStatueDisplay1-10. If you want some clutter to be non-interactive it should be enough to remove and replace them with static type objects using their models. Link to comment Share on other sites More sharing options...
Deleted158200783User Posted October 7, 2022 Author Share Posted October 7, 2022 IcelandicPscyhotic thanks for the reply but I can't make it because i dont know how to do those things that's why i posted it here.If u can make this for me or someone I will pay you just that it gets done.I just need those two things fixes by someone.So when I steal the umbacano statues I should be able to put them in my display case in Arch-Mage's chambers like when I open it and then activate it , all the stolen statues should be removed from my inventory and automatically be placed in my display case in Arch Mages chambers.And i can take them and put them back whenever I want to.I really dont know how to make this alone and I have covid so i cant be too much on a computer.Its pretty bad thats why i asked here for someone to help me out I can even pay for it.Thanks for replying IcelandicPscyhotic ;) Link to comment Share on other sites More sharing options...
IcelandicPsychotic Posted October 8, 2022 Share Posted October 8, 2022 It's very simple, you just open the "Static" item list which is located under "WorldObjects". Just right-click anywhere on the list, select "New" and a window will pop up where you can create a new static item. Then you just have to give it a unique name and find the folder path for the correct model. Have you unpacked the game files? To work with the Construction Set all the files need to be unpacked first and placed inside the "Data" folder. You can use this to unpack them. Link to comment Share on other sites More sharing options...
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