dePog Posted August 25, 2015 Share Posted August 25, 2015 Hey guys, I have been creating my Tiefling mod for months now. I thought it would just be a couple of days, lol. Anyhoo, the Tiefling character has to wear horns, tail, nails, and weapon claws. As you can appreciate, If she doesn't wear these then she is not a tiefling. However, if she gets put in jail, or does a quest like Cidhna mine where all her gear gets taken off, all her tiefling bits get removed. I have been told roughly how to do some scripting that will keep all those bits attached, but after a week or so of scratching around in papyrus I am ready to poke my eyes out with a porcupine. Has anybody got a working script that they can post so that I can leave porcupines to roam safely once again? Also does the script have to be repeated for all 4 equipment items or can they all be on the one script? http://i190.photobucket.com/albums/z81/depog/Tiefling%20Items.jpg Porcie and I await any kind souls response. Cheers,dePog Link to comment Share on other sites More sharing options...
DDProductions83 Posted August 25, 2015 Share Posted August 25, 2015 SHould be able to just make them a outfit, or better, create a armor addon skin and give it to her as a skintype Link to comment Share on other sites More sharing options...
dePog Posted August 27, 2015 Author Share Posted August 27, 2015 Not sure how that would work, but would a skintype be able to cater for attaching the horns on her head? Link to comment Share on other sites More sharing options...
icecreamassassin Posted August 27, 2015 Share Posted August 27, 2015 Yeah, setting up the race skin type should allow you to define various body slots as being part of the character. Look how the argonian race does it for tails and that should give you some idea. As far as in game management goes if you can't get that working you could simply set the objects as quest items by making them a Form Alias in a quest that starts up at the beginning of the game and checks to see if the player is that custom race, and if not removes them from the player. Quest items are not removed. When the quest adds them via Alias filling you just set up a stage of the quest to run which tells the player to equip them and flag it to not allow unequipping. Game.GetPlayer().EquipItem(HornsItem, 1, 1) ;this silently equips it and makes it irremovable.) setting up the item as a quest item in the Alias also prevents the one way the player CAN remove it which is by putting it in another container (which bypasses the unequip prevention for some reason) Link to comment Share on other sites More sharing options...
dePog Posted August 27, 2015 Author Share Posted August 27, 2015 Thanks icecreamassasin, I'll give that a try Link to comment Share on other sites More sharing options...
dePog Posted August 29, 2015 Author Share Posted August 29, 2015 (edited) Ok, ok, ok, I admit it. I suck at papyrus. I am ready to insert the porcupine rectally. Can anybody help me with a complete scripting to permanently equip the horns tail, nails and weapon claws. Yes, I am defeated. Yes, I should be able to do it myself. Yes, the world would be a better place without people like me trying to suck up to people who can actually script. But there it is! I can't do it. If somebody can send me a fully functioning script then the porcupine will not have to suffer the indignity of exploring my lower bowel regions. Please help porcie. Respectfully yours,Mistreater of spiney wildlife. EDIT: after months of wrestling with papyrus I have finally created a spell that transforms my tiefling from human to tiefling form and attaches her horns, tail and other armor items so that they cannot be removed by any game event (going to jail, quests, etc). It seems the porcupine can now rest easy. :smile: Edited September 5, 2015 by dePog Link to comment Share on other sites More sharing options...
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