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Inventory Access


BrendonLeCount

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I'm using a ref walk in one of my mods to put token objects with object scripts running on them into the inventories of NPCs wearing power armor. I use those scripts to make the power armor explode if the NPC gets hit in the MicroFusion Pack, to add power armor upgrades to their inventory, and to break their armor down into component parts depending on armor condition. When I thought up another use for scripts like that, I decided I'd rather just perform the ref walk once even if I had both mods in my load order, to improve stability and reduce the impact on performance. So I restructured the walk to make it more generic and separated it out into a separate .esm. I posted a thread on the Bethesda Forums to see if anyone else would be interested, and based on the responses I got, it sounded like there might be some interest in a ref walk resource that could be shared by a number of mods.

 

The way this resource works, you include it as a master for your mod. In your mod, you use a quest script to add your token to Inventory Access' PiggyBackList formlist. Inventory Access then makes sure that a copy of your token gets placed into the inventory of every actor the player encounters.

 

You can use a script running on that token to do any number of things. I was thinking of using it to make it so that NPC's equipped gear matched the weather. There are a ton of applications.

 

You could just perform your own ref walk, but using this shared utility means that the performance impact of having a dozen or so mods that use this method will be minimized. There are also some quirks that I've found while performing ref walks, and this utility addresses those.

 

If it sounds like something you could use, you can check the mod out here.

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  • 1 year later...

Where can I find your esm and notes on how to use it?

I'm using a ref walk in one of my mods to put token objects with object scripts running on them into the inventories of NPCs wearing power armor. I use those scripts to make the power armor explode if the NPC gets hit in the MicroFusion Pack, to add power armor upgrades to their inventory, and to break their armor down into component parts depending on armor condition. When I thought up another use for scripts like that, I decided I'd rather just perform the ref walk once even if I had both mods in my load order, to improve stability and reduce the impact on performance. So I restructured the walk to make it more generic and separated it out into a separate .esm. I posted a thread on the Bethesda Forums to see if anyone else would be interested, and based on the responses I got, it sounded like there might be some interest in a ref walk resource that could be shared by a number of mods.

 

The way this resource works, you include it as a master for your mod. In your mod, you use a quest script to add your token to Inventory Access' PiggyBackList formlist. Inventory Access then makes sure that a copy of your token gets placed into the inventory of every actor the player encounters.

 

You can use a script running on that token to do any number of things. I was thinking of using it to make it so that NPC's equipped gear matched the weather. There are a ton of applications.

 

You could just perform your own ref walk, but using this shared utility means that the performance impact of having a dozen or so mods that use this method will be minimized. There are also some quirks that I've found while performing ref walks, and this utility addresses those.

 

If it sounds like something you could use, you can check the mod out here.

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