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Can someone help me with Armor Racks?


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I've been trying for over a year to implement Pickysaurus' excellent resource Dynamic Armor Racks into my game, but I can't get them to work.

 

All I want is to replace mannequins in Riverside Lodge (Extra Armory layout) with these armor racks. I can remove the mannequins, but putting the racks in their place hasn't been successful.

I know there's a linked ref here that makes the switch between the Library and Extra Armory layouts, that isn't the problem. The problem is making the Racks work as they're supposed to. For now, they're just serving as decoration.

 

Is scripting required to do this? There's a dummy (empty) script attached to the rack Activator, and I don't know what to do with it or how to adjust it.

 

I also wanted to expand upon this mod by adding keywords for unarmored versions of armor parts: body, hands, feet, head. No jewelry like necklaces and rings, that would be silly. ...Or, I don't know, those could be added too. But there's only so much room on that pedestal...

 

 

Someone help me with this, please. I'm very open for cooperation.

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Hello, looks like this requires a bit of set up.

 

Here's the steps.

 

1: Create a new static that uses the armourstand_empty.nif

2: Place it in game using the CK render window

3: Create a new invisible container

4: Place the invisible container in front of the armor stand static you placed.

5: Attach the PKYDynamicArmorRackScript to the invisible container you placed.

6: Add armor keywords to the ArmorKeywords array in the PKYDynamicArmorRackScript properties.

 

7: Add armor markers to the stand by dragging them into the render window and placing them on the stand where you want armors to show up.

You can just drag regular armors in and check the Initially Disabled box so they don't show up in game.

You need one armor marker for each Armor Keyword you added to the ArmorKeywords array.

 

8: Added linked refs to the invisible container for the armor markers you placed. Link them with the keywords you used in the ArmorKeywords array.

9: add none (empty) entries to the oArmorDisplayItem array on the PKYDynamicArmorRackScript so that it is the same length as the ArmorKeywords array.

 

How the PKYDynamicArmorRackScript works is, when you add an item to the container it's attached to, it looks to see if the item has a keyword in the ArmorKeywords array.

If it does, it looks for a Linked Reference to the container it's attached to using the keyword (this should be the armor marker you placed in the render window.)

It then places a new armor of the type you added to the container at the armor marker for display. It changes it's motion type to static and blocks activation.

 

Hope that helps.

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Hello, looks like this requires a bit of set up.

 

Here's the steps.

 

1: Create a new static that uses the armourstand_empty.nif

2: Place it in game using the CK render window

3: Create a new invisible container

4: Place the invisible container in front of the armor stand static you placed.

5: Attach the PKYDynamicArmorRackScript to the invisible container you placed.

6: Add armor keywords to the ArmorKeywords array in the PKYDynamicArmorRackScript properties.

 

7: Add armor markers to the stand by dragging them into the render window and placing them on the stand where you want armors to show up.

You can just drag regular armors in and check the Initially Disabled box so they don't show up in game.

You need one armor marker for each Armor Keyword you added to the ArmorKeywords array.

 

8: Added linked refs to the invisible container for the armor markers you placed. Link them with the keywords you used in the ArmorKeywords array.

9: add none (empty) entries to the oArmorDisplayItem array on the PKYDynamicArmorRackScript so that it is the same length as the ArmorKeywords array.

 

How the PKYDynamicArmorRackScript works is, when you add an item to the container it's attached to, it looks to see if the item has a keyword in the ArmorKeywords array.

If it does, it looks for a Linked Reference to the container it's attached to using the keyword (this should be the armor marker you placed in the render window.)

It then places a new armor of the type you added to the container at the armor marker for display. It changes it's motion type to static and blocks activation.

 

Hope that helps.

Oh, this helps a lot! Thank you! :thumbsup:

Do I need to adjust anything in the rack's mesh? I mean, in NifSkope.

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