Liaen Posted April 6, 2010 Share Posted April 6, 2010 I'm trying to build a better version of the no helmet hack, one that works with Awakening and such but currently stuck... This is the code for moving the items from cloak slot to helmet slotoMember = oParty[i]; oCloakSlotItem = GetItemInEquipSlot(8, oMember); oHelmetSlotItem = GetItemInEquipSlot(5, oMember); // if there is an item in the cloak slot if (IsObjectValid(oCloakSlotItem) == TRUE) { // if there is an item in the helmet slot unequip it if (IsObjectValid(oHelmetSlotItem) == TRUE) { UnequipItem(oMember, oHelmetSlotItem); } // move the item from cloak slot to helmet slot iResult = EquipItem(oMember, oCloakSlotItem, 5); DisplayFloatyMessage(oMember, "Showing "+ObjectToString(oCloakSlotItem)+" on "+GetName(oMember)+" "+IntToString(iResult), FLOATY_MESSAGE, 0xffffff, 5.0); }And this is the code for moving the items from helmet slot to cloak slotoMember = oParty[i]; oCloakSlotItem = GetItemInEquipSlot(8, oMember); oHelmetSlotItem = GetItemInEquipSlot(5, oMember); // if there is an item in the helmet slot if (IsObjectValid(oHelmetSlotItem) == TRUE) { // Try to kick out any helm in the cloak slot if (IsObjectValid(oCloakSlotItem) == TRUE) { UnequipItem(oMember, oCloakSlotItem); } // move the item from helmet slot to cloak slot iResult = EquipItem(oMember, oHelmetSlotItem, 8); DisplayFloatyMessage(oMember, "Hiding "+ObjectToString(oHelmetSlotItem)+" on "+GetName(oMember)+" "+IntToString(iResult), FLOATY_MESSAGE, 0xffffff, 5.0); } As you can see they are almost identical... the Debug FloatyMessages display the status, name, itemid and the result of EquipItem function.The thing is, in the first case it works, in the second it doesn't and I can't imagine why. The Items are already in the cloak slot when I load my savegame so the first script works one time.The second part always fails and the helmet stays in the helmet slot. When I open and close the inventory it says something like Showing 220669 on Alistair 1Hiding 220669 on Alistair 0 The character oMember exists, the item o...SlotItem exists, the slot is valid in both cases, but the 0 at the end says that EquipItem(oMember, oHelmetSlotItem, 8); fails and I don't know why... any ideas? Edit: Even when I use UnequipItem(oMember, oHelmetSlotItem); before, it doesn't work (just unequips them but doesn't equip, iResult is always 0)No other Mods active, no stuff in override folder Edit2: WTH Now I'm completely confused: If No Helmet Hack is active (but not loadet into origins because I did set it to ExtendedModuleUID="DAO_PRC_EP_1") then it works, I get both messages with 1 at the end... :wacko: Link to comment Share on other sites More sharing options...
nezroy Posted April 6, 2010 Share Posted April 6, 2010 The character oMember exists, the item o...SlotItem exists, the slot is valid in both cases, but the 0 at the end says that EquipItem(oMember, oHelmetSlotItem, 8); fails and I don't know why... any ideas? Edit: Even when I use UnequipItem(oMember, oHelmetSlotItem); before, it doesn't work (just unequips them but doesn't equip, iResult is always 0) Since cloak was an un-used/un-supported slot, is it possible they've removed support for it from EquipItem in Awakening? "If an incorrect slot is given or an invalid object is given the function will return 0" - maybe it's now considered an invalid slot. EDIT: Or, alternately, did they change the bitm GDA def for helmets to not allow it to go into the cloak slot? Link to comment Share on other sites More sharing options...
Liaen Posted April 6, 2010 Author Share Posted April 6, 2010 Guess you are right, I found a bitm ... gda file. Link to comment Share on other sites More sharing options...
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