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Tweaking the "auto unequip shield" script for bound shield


nushnush

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I am using the True Bound Armor Mod and simply love it but it bothers me to death that the shield stays until you manually unequip it or the timer runs out.

Using the AUS-Mod isn't much better, since you unequip (and therefore dispell) the shield, but the left hand stays empty. So I have to manually equip the spell again, which doesnt actually improve the handling for me.

What I want to achieve is a behaviour which mimics bound weapons: If you sheathe the bound weapon, the corresponding spell gets reequiped.

 

I tried to tweak the AUS script to detect if the equipped shield is a bound shield and if yes, it should equip the "Bound Shield Spell" to the left hand when the weapon is sheathed.

Although I don't know much abyout papyrus in particular, I'm quite versed in scripting and programing in general, so I thought it would be rather easy.

Turns out I was wrong.

 

I tried everything from simply adding "Armor Property ArmorBoundShield auto" to adding a new keyword to the shield in the CS and reffering to that keyword property in the script, but the script simply doesnt recognize it. It allways treats the bound shield as a regular one.
Since I couldn't even get that to work, I didn't even bother trying to equip the spell automatically.

 

What do I need:

 

First: A statement about if it is even possible to reffer to the shield and the spell in that way. Since the AUS script and the bound shield are from different mods/esp I'm unsure if it even works.

 

Second: If it actually IS possible, I'd need a step-by-step explanation how I get the script to know about the spell and the shield, how to detect if the shield is equipped and to equip the spell when the weapon is sheathed.

Well, actually I'd prefer if someone would simply do this for me, but pointing me in the right direction is all I ask for.

 

PLEASE NOTE:

 

Please don't simply throw in links to papyrus tutorials.

 

I allready DID delve through most available tutorials. BUT!!!

Despite the fact that tutorials in their very nature aim to teach a matter in general, rather than helping with a specific problem:

I have no interest in actually learning how to make scripts. I simply don't want to! And not without a reason:

I was quite active as a Modder for Morrowind. Models, textures, houses, you name it.

But the moment I learned how to script (both vanilla and MWSE) I ended up spending much, much more time modding the game than actually playing it (to the point where I simply stopped playing and only kept modding) and eventually lost interest in both modding and playing Morrowind.

And I don't want that to happen again for Skyrim. If I want something changed, I search for mods which allready do that. If they don't exist, I live with it (despite this very issue, which really bothers me, don't ask why :D ).

I have way too many ideas. If I think an idea is "mindblowing" in one way or another, I make a mod request. But If I get the skills to actually turn my ideas into working mods... Well I think you can figure out how much time I'll spend playing the game.

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scriptname dispelshield extends objectreference

import SKSE

spell property shieldspell auto


event OnEffectStart(actor target, actor caster)
     Game.GetPlayer().RegisterForActorAction(10)
endEvent()

Event OnActorAction(int actionType, Actor akActor, Form source, int slot)
    akActor.DispelSpell(shieldspell)
    akActor.equipspell(shieldspell, 0)
    UnregisterForActorAction(10)
endEvent

Add to the script list of the magic effect used by the shield spell. Fill in the properties.

Edited by Sjogga
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Phew... don't know how to put that...

 

Well, your approach didn't work. :sweat:

Anyways, I managed to get it working after all.

 

Turned out it was much simpler than I thought, but it required a "not crashing on startup" CK... :laugh:

 

But nevertheless many thanks for your help! :thumbsup:

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