Agnot2006 Posted August 5, 2009 Share Posted August 5, 2009 Is there a way to test if the player has anything equipped in the UpperBody,BodyAddOn1,2, and 3 slots? I want to test if the player is wearing anything and adjust conversation accordingly. Armour ratings can be down to 0 whilst still wearing items so I don’t think I can use that. Link to comment Share on other sites More sharing options...
gsmanners Posted August 5, 2009 Share Posted August 5, 2009 I have a personal mod that does something like that. If you script it, it would be something like: if player.GetArmorRatingUpperBody > 0 set dressed to 1 endif I suppose conditionals in conversation would probably work in a similar way. Link to comment Share on other sites More sharing options...
Agnot2006 Posted August 5, 2009 Author Share Posted August 5, 2009 I have a personal mod that does something like that. If you script it, it would be something like: if player.GetArmorRatingUpperBody > 0 set dressed to 1 endif I suppose conditionals in conversation would probably work in a similar way. Thank YouDoes an armour rating for anything equipped not ever go below 1 then? Link to comment Share on other sites More sharing options...
Tony the Wookie Posted August 5, 2009 Share Posted August 5, 2009 I have a personal mod that does something like that. If you script it, it would be something like: if player.GetArmorRatingUpperBody > 0 set dressed to 1 endif I suppose conditionals in conversation would probably work in a similar way. Thank YouDoes an armour rating for anything equipped not ever go below 1 then? If I rememberr correctly, if the armour rateing drops below 1, it is broken and can't be worn but I am not 100% sure on that Link to comment Share on other sites More sharing options...
Agnot2006 Posted August 6, 2009 Author Share Posted August 6, 2009 If I rememberr correctly, if the armour rateing drops below 1, it is broken and can't be worn but I am not 100% sure on that Thank you. I think I’m going to have to let someone shoot at me while I’m wearing damaged armor to try that out. Link to comment Share on other sites More sharing options...
Cipscis Posted August 6, 2009 Share Posted August 6, 2009 Apparel becomes broken when it reaches 0 condition, and apparel can have 0 DR even at 100% condition. However, I don't think any vanilla items have 0 DR, and I wouldn't expect many modded items to have 0 DR either. So although checking DR isn't completely foolproof, it is the simplest and easiest solution and should work just fine. Cipscis Link to comment Share on other sites More sharing options...
Agnot2006 Posted August 6, 2009 Author Share Posted August 6, 2009 I have noticed mods coming now which add additions to the main armour and use the BodyAddOn slots mods like the superb “Tailor Maid” for instance. I just thought there would be a flag or something to indicate the slot was being used hence my initial request asking if player has anything equipped in the UpperBody,BodyAddOn1,2, and 3 slots?Thank you all, I will go with the player.GetArmorRatingUpperBody > 0 Is there the same test for the BodyAddOn1 etc slots? Link to comment Share on other sites More sharing options...
gsmanners Posted August 6, 2009 Share Posted August 6, 2009 In FOSE you can use GetEquippedObject and that will give you the baseID by reference. So: if player.GetEquippedObject 17 set bodyaddon1 to 1 endif Or similar type code for other slots (see the FOSE Command Docs for more details). Link to comment Share on other sites More sharing options...
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