Dbrock1980 Posted September 22, 2015 Author Share Posted September 22, 2015 (edited) Most of the armor stands i have linked without issue (plate, elven, scale etc) The only ones i have to make keywords for is the archmages armors (robe, boots etc) dark brotherhood, mage (have to look at the nif to see what it is exactly) and bandit (same as the mage) Edit: Or for simplisticy i just dont use the armors i dont have keywords for, which would probably make this a lot easier. 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) Now you got it :smile: You could write exceptions into the code, but it will be more convoluted with each custom allowance.Those basic material armors consist of the same 5 simple keywords + 1 keyword for Material type.ArmorBootsArmorCuirassArmorGauntletsArmorHelmetArmorShield Use the material type to distinguish the set your looking for in the chest.Once you start making other allowances then you start needing more variables declarations, loops and checks (slows things down with each check). You could just do the stands for standard armors, then maybe make a Single stand for each custom armor you want eg: Blades or Nitingale.Make those Armor Stands like a center piece feature..eg: a Hallway with standard armor Stands on each side, then use a Custom stand at either end of the hallway. Once you've got the base of setting things up you will work things out easier to do those custom and unique armor set quite easily and better optimized. 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) yeaaaaaaaaaaaaaaa that seems a bit more complex than what im going to do. So therefore ill just stick with what is already in the CK. (hell i have mannequins in my house if i wanted to display other specials armors) EDIT: and just to clarify in your first few steps, im not putting the activators into the cells im using the statics of the armors? i used the statics (oops have to redo this) makes sense to use the activators. duh. need cofffeeeee 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) Those activators ( Armor Stands) go in the cell you want them displayed in.(All in the exact same spot as each other). Initially they all are set as Disabled, apart from the empty one as it's set as Enabled.So when you first walk in the your homes cell you see 1 empty Armor Stand. You activate the armor stand which is linked to the chest in your utility cell and you get an inventory of the chest that's in the utility cell.After you place 5 pieces of a set of armor the Empty Armor Stand gets disabled and the Armor stand that matches the set is enabled. Well that's the intent of it once you have the chest script. If you followed what i've written so far and you loaded game as it is, you would have 1 Empty Armor Stand (as the rest are disabled), if you activate it a Inventory should open and nothing more. 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 One thing after another! Trying to compile the script and keep getting this: Starting 1 compile threads for 1 files...Compiling "ArmorStand"...<unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flgNo output generated for ArmorStand, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on ArmorStand so ive done a bit of searching and maybe have to reinstall the CK. Though when (running the CK though MO and trying running it not though MO just to compile) i looked in the source folder the script was there. not sure what that means. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted September 22, 2015 Share Posted September 22, 2015 (edited) Check there's a scripts.rar somewhere in your folders. If you've recently installed the CK the last game update packs all your base scripts in a rar or zip and then updates.You'll need to extract the scripts if that's the case. I didn't let my game update for the last update, worthless update that fixed absolutely nothing helpful at all.The only reason they did the update was because they were planning on paid modding, no other reason at all.Pure and simple greed.If they'd actually fixed things like the f'n memory leaking papyrus or the memory leaking GUI that fails after so many times of opening property windows.. then i could justify it.(I won't let steam on the net with this limited connection, it would cost me more then the game I have in steam (which is 1 game Skyrim..lol) . 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) gonna have to try to find that. im on 1.9.36.0, this is fun creating this mod with you but these little hiccups (crashing, scripting errors) are tiresome lol EDIT: okay finally back on track. Edited September 22, 2015 by Dbrock1980 Link to comment Share on other sites More sharing options...
Dbrock1980 Posted September 22, 2015 Author Share Posted September 22, 2015 (edited) Script Compiled Unique Names for stands chest linked to stands added scripts to all the stands Activated the empty stand and no chest opened, going back over everything. Should i be linking the stands to the chest as well? Oh reading back over your comments i suppose there will be a script for the chest. But so far i go into the room see the "E Activate Empty armor Stand" I hit E but nothing happens. Edited September 22, 2015 by Dbrock1980 Link to comment Share on other sites More sharing options...
Dbrock1980 Posted September 22, 2015 Author 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.Re-reading this part. I actually want multiple stands. Each armor will have its own stand and chest then? (im making more of a display room rather than one armor set at a time) so i imagine ill have to do 16 chests (16 different armor sets) 1 for each armor set. Sure it will be tedious but it will look awesome when its done. just making sure im right. Ill follow the directions over and over 16 times with linking references etc. heres a picture of what it should look like when its done http://imgur.com/KWJBY8m 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 That's even easier if that's the case. I was under the impression you wanted one Stand to handle all the different types of armor. the tessaliance pages are coming back as error 500 atm for me. Prior I visited the sanity stands and didn't have a prob viewing the page. But now any tes alliance page is giving me error 500, so even if I wanted to dl the 21 MB armor stand archive I can't. Post 1 Empty and 1 filled armor stand models (eg: No Armor Stand and Iron Armor Stand). I give you an example esp so you can dissect and get a better grasp. Trying to do things with these walls of text is not my forte. Link to comment Share on other sites More sharing options...
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