Dbrock1980 Posted September 22, 2015 Author Share Posted September 22, 2015 Wow you are amazing. I'm gonna start working on this ASAP I really appreciate your reply but yes I would like to continue this project and with the scripting Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted September 22, 2015 Share Posted September 22, 2015 (edited) Continued from: http://forums.nexusmods.com/index.php?/topic/3231469-changing-a-static-from-one-to-another-based-on-conditions/&do=findComment&comment=28897314 Now you have all your Armor Stands Linked Ref to your chest (without keywords)You also have your Player Chest Linked Ref to your Amor Stands (with Keywords) In Object Window -> WorldObjects -> ActivatorEdit each one of your Armor Stands and do the following.Add a display name eg: Armor Stand ( this is the name that displays when you target the Armor Stand eg: Activate Armor Stand)Tip: when giving the Armor Stand a display name you may want to use the name that suites the stand eg: Iron Armor StandAttach this short simple script: Scriptname myArmorStandScript Extends ObjectReference Event OnActivate(ObjectReference akActionRef) GetLinkedRef().Activate(akActionRef) EndEventIf you load your game at this point and Activate the Armor Stand (should be the Blank no Armor Stand) it should open the Player Chest and you should see the chest display name at the bottom of the inventory "Armor Stand" (the display name you entered for the chest earlier). If at this point there is no activate option on your Armor Stand then it means into NifScope to do some editing.Would be good to know if the activators actually work as an activator at this point. Ok now down to the nitty gritty script that does the work the Player Chest Script...To be continued, still piecing it together.... Edited September 22, 2015 by sLoPpYdOtBiGhOlE Link to comment Share on other sites More sharing options...
Dbrock1980 Posted September 22, 2015 Author Share Posted September 22, 2015 (edited) At the top of the CK Main Window select the menu View -> Reference Batch Action Window.In the Reference Batch Action Window that pops up you can see all your selected Armor Stands.Check the Set Linked Ref option to the right of the list.Also check the Set Initially Disabled.At the bottom of the window the Cell dropdown box select your cell you created.In the Reference dropdown box underneath select your chest you created.(the bold part, if im putting my armor stands in my cell where i want them displayed but have to reference the chest, in the drop down box i select the cell i want. then for reference i reload the utility cell and use the selector to mark the chest? seeing as the armor stands are in one cell and the chest is in another? just making sure because thats sort of how it is making a fish hatchery too)Hit the Do button and close the Reference Batch Action Window Edit: Also, i will be wanting for each certain armor rack to be displayed. so i will have about 10 or so empty armor racks in the hall that im making. So im assuming this process has to be redone for each individually since its linking to one chest in this tutorial. Id assume a new chest has to be made for each stand? Edited September 22, 2015 by Dbrock1980 Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted September 22, 2015 Share Posted September 22, 2015 (edited) I'm unsure what your asking about the linked ref part.Your linking the stand to the chest, doesn't matter where the chest is.The reason it's in a cell that's flagged as no reset so it's persistent and it will never be reset or altered unless the the user adds or removes stuff regardless of where the Armor stands are.If you already have a Utility cell you've created, you put the chest in there instead of creating a new cell. Yep will need to be the same for each set of stands you want to do.This whole process is just for one stand (set of stands). How many stands are there in a set.What stands are they eg: Iron, Steel, Daedric, etc Edited September 22, 2015 by sLoPpYdOtBiGhOlE Link to comment Share on other sites More sharing options...
Dbrock1980 Posted September 22, 2015 Author Share Posted September 22, 2015 Sorry if im not explaining all this very well lol. Very new to this stuff (took alot of time off and forgot alot of things) anyway, there are 20 individual stands (not including the empty one) So, ill make a chest in the utility cell for each stand then (obvis name the chests to coincide with the correct armor stand, steel armor stand linked to steel armor stand chest in the utility cell etc etc. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted September 22, 2015 Share Posted September 22, 2015 (edited) 1 chest for the 21 stands (that's including the the empty one). all 21 armor stands are linked ref to the 1 chest..that's why your doing the batch instead of linking each one by one to the same chest. Same that chest will have 21 linked refs with keywords for each type of stand.(This is the manual tedious part of one by one adding each armor stand with a unique material type keyword). The chest script will worry about enabling the correct Armor Stand and disable all the others.Only one stand will display at any one time. Edited September 22, 2015 by sLoPpYdOtBiGhOlE Link to comment Share on other sites More sharing options...
Dbrock1980 Posted September 22, 2015 Author Share Posted September 22, 2015 ah okay i understand that part now. that will make it alot easier than making 20 chests and linking them all. okay still working on it at the moment. ill post back soon. (if the CK stops crapping out on me after a while >.< ) Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted September 22, 2015 Share Posted September 22, 2015 (edited) CK Tip: don't compile scripts in the instance of CK you are working on your mod.(Papyrus module of ck has a bad memory leaks and will crash CK after X amount of compiling scripts guaranteed).Either set up a text editor to compile scripts or open another instance of CK just to compile scripts only. If your curious of all the Armor Material Type keywords you can look in:Object Window -> Miscellaneous -> Formlist -> MaterialsArmorOpen the list and you can see all the native MaterialArmorXXX keywords (21 in total, so your 20 stands is missing a type) Edited September 22, 2015 by sLoPpYdOtBiGhOlE Link to comment Share on other sites More sharing options...
Dbrock1980 Posted September 22, 2015 Author Share Posted September 22, 2015 looks like ill have to make new keywords as well for a few of the armor stands. eg, Archmage. That shouldnt interfere with anything though right? I havent made it up to the compiling part yet ( i have notepad++) i've had about 3 crashes of the CK so far though lol. I read somewhere turning the audio off in the INI file will stop the crashes. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted September 22, 2015 Share Posted September 22, 2015 You gotta use Keywords that the the actual armor has on it, well that was the way i was basing it on. So for example if the Armor in the chest has the keyword ArmorMaterialIrom.Then check for the items via keywords on itemsArmorMaterialIrom + ArmorBootsArmorMaterialIrom + ArmorCuirassArmorMaterialIrom + ArmorGauntletsArmorMaterialIrom + ArmorHelmetArmorMaterialIrom + ArmorShield Find those items in the chest then Do a loop through the linked refs via keyword from the chest and enable ArmorMaterialIrom Armor StandWhile disabling any other enabled Armor Stand that isn't ArmorMaterialIrom. Link to comment Share on other sites More sharing options...
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