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Item Display and Storage - Script Help


thejadeshadow

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Okay, so this is weird. (Tested this many times and checked that all my properties were set up correctly).

 

I have a SoulGem Activator set to a Black Star Static. And a MiscObject Activator set to a Paragon. And a Weapon Activator set to a Miraak Staff.

 

Click the Black Star Activator, removes it from my inventory, and enables the static, and stores it in the chest.

 

Click the Paragon Activator, won't remove it from my inventory, won't enable the static, doesn't store it in the chest.

 

Click the Miraak Staff Activator, won't remove it from my inventory, won't enable the static, doesn't store it in the chest.

 

 

 

 

Also.... I can't access the Master Container whether the DisableActivationByPlayer property is set to true or false.

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In the OnInit() event, at the very end of that event, put in a Debug.Notification("k: " + k) To see how many forms were put into the ItemToPlace array. If it's the number of properties you set, then the problem should be somewhere else. If it's less, then not all of the forms are being added to the array.

 

EDIT: Just noticed your second issue. cdcooley accidentally said it defaults to false, but it's actually set to default to true. So if you don't manually edit the property and make sure it's blank, it'll be true.

Edited by Xander9009
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I've tried both variations of the code below, as well as each true and false flag for both, but I can't access the chest no matter what.

bool Property DisableActivationByPlayer = true Auto
{Defaults to false, but if set to true the player will not be able to open the container by activating it.}
bool Property DisableActivationByPlayer = false Auto
{Defaults to false, but if set to true the player will not be able to open the container by activating it.}
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If anyone ever wondered about how long it takes to write a script and get things working this thread is a good example of how it works for me.

 

Here are updated scripts with a list for ingredients and also a slot for a form list (in case someone wants to store groups of items where there are too many to fit into an array). I've also added Debug.Trace lines so that if required properties aren't filled they will be reported in the Papyrus log file.

 

 

  Reveal hidden contents

 

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  • 1 month later...

Follow up! (sorry for the long delay, holidays and all.....busy life!).

 

AMAZING! I love this script so much. It's effective, easy to apply and customize and is exactly what I wanted.

 

Thank you a thousand times to everyone who helped! The new script will be up on the Elysium Estate nexus starting with version 4.1 and higher if y'all want to see it in action. (not currently in the 4.0 version).

 

:laugh:

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