theskyisgreat4u Posted January 19, 2023 Share Posted January 19, 2023 Well, me and papyrus have never had much of a love affair but back when I knew how to script Bethesda games I used OnEquip & OnUnEquip blocks to make magic happen with rings and things. What I want to do is attach a script to a playable armor piece that a Workshop NPC who already has the "holding a baby" animflavor AND is wearing the baby as an armor piece, which whenever "unequipped" by the player, will change their current AnimFlavor to another. THEN, if the player re-Equips the same Armor piece on the NPC it will give them back the "holding a baby" AnimFlavor that was removed. Sounds simple right? Anyone in the mood to give me a clue? https://www.mediafire.com/view/oa4saaulicg03km/Fallout4_Paradies_68.jpg.f9bbbc0753ffab293c7abee06354af5c.jpg/file Link to comment Share on other sites More sharing options...
SKKmods Posted January 19, 2023 Share Posted January 19, 2023 Here ya go (from an active SKK solution). Give it a proper name, compile and attach to your base armor form: Scriptname myObjectScript extends ObjectReference Const Keyword Property pAnimFlavorHoldingBaby Auto Const Mandatory Event OnEquipped(Actor akActor) ObjectReference myWearer = Self.GetContainer() (myWearer as Actor).ChangeAnimFlavor(pAnimFlavorHoldingBaby) Debug.Trace("myObjectScript.OnEquipped " + myWearer) EndEvent Event OnUnequipped(Actor akActor) ObjectReference myWearer = Self.GetContainer() (myWearer as Actor).ChangeAnimFlavor() Debug.Trace("myObjectScript.OnUnequipped " + myWearer) EndEvent Link to comment Share on other sites More sharing options...
theskyisgreat4u Posted January 19, 2023 Author Share Posted January 19, 2023 Here ya go (from an active SKK solution). Give it a proper name, compile and attach to your base armor form: Scriptname myObjectScript extends ObjectReference Const Keyword Property pAnimFlavorHoldingBaby Auto Const Mandatory Event OnEquipped(Actor akActor) ObjectReference myWearer = Self.GetContainer() (myWearer as Actor).ChangeAnimFlavor(pAnimFlavorHoldingBaby) Debug.Trace("myObjectScript.OnEquipped " + myWearer) EndEvent Event OnUnequipped(Actor akActor) ObjectReference myWearer = Self.GetContainer() (myWearer as Actor).ChangeAnimFlavor() Debug.Trace("myObjectScript.OnUnequipped " + myWearer) EndEvent Awesomesauce! Thank you SO much! I think I actually understood what you did there. LOL! I'll be sure to credit you whenever I use it! Link to comment Share on other sites More sharing options...
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