DarkWolfModding Posted May 14, 2014 Share Posted May 14, 2014 (edited) So I have a mod idea that may require adding a keyword to a object via a spell. What I want to do is when you use a targeted spell on a object the script will add a keyword to he object called isEditable. Then I will have another spell that when you use it on the same object it will check for the keyword in the object and if true it will pop up a series of notifications telling you the objects Position for X,Y,Z and Angle for X,Y,Z. And another spell that removes the keyword from the object when you use the spell I want this script to work on any static object in gameIs it possible? Edited May 14, 2014 by DarkWolfModding Link to comment Share on other sites More sharing options...
jaxonz Posted May 14, 2014 Share Posted May 14, 2014 To my knowledge, it isn't possible to add/modify/delete keywords via script. These are only associated via the Creation Kit and are immutable. What I would suggest is to create a formlist, let's call it flstIsEditable, to which you could add individual object instances or base object types of those you would want to tag with the keyword. (Unlike keywords, formlists can be modified via script.) You can use your spell to check against the list for that object, or you could use the Game.FindClosestReferenceOfAnyTypeInList (or similar functions) to locate similar object instances to the ones you have tagged. As for locating static objects and getting their X/Y/Z coordinates or rotations, please feel free to take a look at the source code included in my Positioner mod. Perhaps some snippets there that would be helpful for your project. All the best. Link to comment Share on other sites More sharing options...
DarkWolfModding Posted May 14, 2014 Author Share Posted May 14, 2014 To my knowledge, it isn't possible to add/modify/delete keywords via script. These are only associated via the Creation Kit and are immutable. What I would suggest is to create a formlist, let's call it flstIsEditable, to which you could add individual object instances or base object types of those you would want to tag with the keyword. (Unlike keywords, formlists can be modified via script.) You can use your spell to check against the list for that object, or you could use the Game.FindClosestReferenceOfAnyTypeInList (or similar functions) to locate similar object instances to the ones you have tagged. As for locating static objects and getting their X/Y/Z coordinates or rotations, please feel free to take a look at the source code included in my Positioner mod. Perhaps some snippets there that would be helpful for your project. All the best.I know how the getPosition and set position functions work in papyrus. Ive been doing papyrus scripting for about 6 months to a year so Its just some stuff like this I dont know how to do. As well as making a quest (the only one I know how to do is the one you attach a script to to make the script run on game start). Thank you all nexus forums you help me a lot. Looking forward to Elder scrolls 6 and exploring the scripting possibilities in it. (If they make it) Link to comment Share on other sites More sharing options...
jaxonz Posted May 15, 2014 Share Posted May 15, 2014 I'm puzzled a bit because your response seems to have little to do with your original question or the information I provided. Perhaps that is a language thing. In any event, you might consider the TranslateTo function as a better alternative to SetPosition. It behaves better with most items, especially non-static ones. Link to comment Share on other sites More sharing options...
DarkWolfModding Posted May 17, 2014 Author Share Posted May 17, 2014 I'll try it out as soon as I can and let you guys know how it goes. Should have more time after next week cuz of summer. Link to comment Share on other sites More sharing options...
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