Jump to content

Quick Questions, Quick Answers


Mattiewagg

Recommended Posts

How to make forged item that not use the material.

 

I am going to make a new mod that just have the material in the inventory then create it.

Have your item's recipe have a condition that the player have X amount of the material rather than listing the material in the required item list.

Link to comment
Share on other sites

  • Replies 2.6k
  • Created
  • Last Reply

Top Posters In This Topic

I decided to try it this way after considering adding perk points to the blacksmithing tree that would increase the chance of receiving the list of items I created. If you've played TESO you'd be familiar with their improvement system. I'm hoping to make it more like that, but this is a good start. I added a single perk upon which the script is dependent, much like the provisioning one.

 

 

Scriptname ElloAddImproversScript extends ReferenceAlias

Keyword Property VendorItemOreIngot auto
LeveledItem Property ElloLItemImprovers10 auto



Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)



if akBaseItem.HasKeyword(VendorItemOreIngot)
; debug.trace(self + "player has smelted an ingot")
Game.GetPlayer().AddItem(ElloLItemImprovers10, 1, true)

endif



EndEvent

 

 

I increased the chance of receiving the item to 100% for testing (rather than 10%) and received both the ingot and one leveled item per time.

 

I've also created some recipes for improved items so far, and because the improving/tempering works differently, created separate recipes for each level at the furnace, with the item itself as part of the recipe for the improved item.

Link to comment
Share on other sites

Is it possible to make everyone in the game look like this (http://static-2.nexusmods.com/15/mods/110/images/48957-1-1420933640.jpg), with the high texture facial features and all? If not, what mods would be the best to get close to that? Sorry if this is a dumb question and thanks in advance.

If you knew what mods were used...

If you followed the instructions in the first link of my signature...

If you changed the facial appearance of each actor to be that...

If you exported the modified face gen data with Ctrl+F4 after having saved the plugin...

 

Then yes, it would be possible.

Link to comment
Share on other sites

Is there a way to make items able to be picked up? Like 'BasicFork01', which is everywhere, but you can't pick them up.

If the object is a static and not a misc object, then you'll need to create a misc object record that uses the same mesh. Then go through the cells and replace all static instances with the misc object. If it is already a misc object, checking that it "is playable" may allow it to be picked up.

Link to comment
Share on other sites

Hmm it has already been ticked 'playable' as a misc object, but perhaps there is also a static model that uses the same mesh. I'll check it out. Would something need to be changed in the mesh perhaps?

 

Nope... no static model. Would giving it a name, weight and keyword vendoritemclutter help? I'd say one of these (probably the name) did the trick. All sorted. Now to smelt those pesky buggers.

Edited by Ellorienne
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...