gryphonaerie Posted September 16, 2014 Author Share Posted September 16, 2014 As far as the LItemInnRuralDrink LItem list, is there any way to increase the chance of coffee dropping? Link to comment Share on other sites More sharing options...
lofgren Posted September 16, 2014 Share Posted September 16, 2014 Add it to the list multiple times. Link to comment Share on other sites More sharing options...
gryphonaerie Posted September 16, 2014 Author Share Posted September 16, 2014 (edited) Are there any good videos out there on how to set up an MCM Menu? I found the quickstart guide on GitHub, but I'm not sure I am doing things correctly. Do you need to set a state in the MCM quest, or just have the script added to the final (scripts) tab? Wait, I think I found an answer to that already from a post from IsharaMeradin back in May of this year... I want to allow the players to toggle on and off individual coffee merchants in the cities, and that seems to be the easiest (snerk) way to go. Edited September 16, 2014 by gryphonaerie Link to comment Share on other sites More sharing options...
gryphonaerie Posted September 17, 2014 Author Share Posted September 17, 2014 (edited) I hope to learn enough messing with the MCM to implement the ability to milk cows, and craft butter at butter churns, as a toggle option for my mod, so that if the player already has a mod that effects those features they do not need to worry about my mod messing with it. Edited September 17, 2014 by gryphonaerie Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 17, 2014 Share Posted September 17, 2014 I hope to learn enough messing with the MCM to implement the ability to milk cows, and craft butter at butter churns, as a toggle option for my mod, so that if the player already has a mod that effects those features they do not need to worry about my mod messing with it.That is fairly easy. On the script that triggers the activity include an IF statement that checks the value of a global variable. Use an MCM option then to set that global variable to say 1 for allowing the activity and 0 for not. Link to comment Share on other sites More sharing options...
gryphonaerie Posted September 18, 2014 Author Share Posted September 18, 2014 (edited) I would like to use it as an alias reference, so that I am not editing the vanilla objects, in case someone has a mod that already adds a script, like the Highland Milk Farm mod. Will work more on that idea later... What I am struggling with right now is figuring out how to make a custom activator. I have created one, using the model for 'JournalLowPoly03.nif' but it does not have the ability to be clicked on, when though it brings up the 'press e to activate' option. Is there a script specifically for enabling activators? This is the script I am trying to use right now: Scriptname CGMACTIScript extends objectReference{;opens coffee guidebook}ReferenceAlias Property Alias_cgbm AutoReferenceAlias Property Alias_ChestNPC AutoEvent OnActivate(ObjectReference akActionRef) Alias_ChestNPC.GetReference().RemoveItem(Alias_cgbm.GetReference(),1,False,Game.GetPlayer())EndEvent It compiles fine, but again no activation in game. Edited September 18, 2014 by gryphonaerie Link to comment Share on other sites More sharing options...
lofgren Posted September 18, 2014 Share Posted September 18, 2014 Not sure if that matters but you can't do anything with reference aliases if the quest isn't running. When a script is on a form, it gets initialized the first time a reference to that form is encountered in-game. If you encounter the reference for the first time before that quest is started, the alias propery will be none. Link to comment Share on other sites More sharing options...
gryphonaerie Posted September 18, 2014 Author Share Posted September 18, 2014 Quest is already running, got quest objective showing and everything. Link to comment Share on other sites More sharing options...
gryphonaerie Posted September 19, 2014 Author Share Posted September 19, 2014 Is there a way to make a script on an x-marker so that it is aware of what ai package an npc is running to disable-enable the x-marker? Link to comment Share on other sites More sharing options...
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