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Mod GBRRaces


GBRPluss

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Hi evryone. Sorry for my english. I am from Ukraine.

 

I think a little and try to write new type of a mod for vanilla races.

 

Idea is to make all male and female in game with different models and textutes on face.

 

Oblivion by default uses 1 nif and dds model for all humans(.

 

So I decided to make new models on ears flag, ears can be different for male and Female. IT WORKS) And look very good, but when NPC have helmet on head- head dissapear!

 

 

I try to make script to fix this, but it not work for NPC. Please help.

 

 

 

IT A SIMPLE SCRIPT FOP PLAYER

 

scn 0FACE

 

Begin onEquip

 

Player.additem FaceIMPM, 1

Player.EquipItem FaceIMPM 1

 

end

 

 

I TRY TO MAKE THIS FOR NPC- NOT WORK(((

 

scn 0FACE

ref me

ref item

Begin onEquip

set me to getcontainer

if me.getissex female == 1

set item to Femaleface

else

set item to Maleface

endif

if me.geitemcount < 1

me.additem item 1

endif

me.EquipItem item 1

end

 

 

You can contact me in Skype-gbrpluss. Sorry for my english)

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Did you try what Maskar suggested?

 

Yes, I try it. And try wihout this line... Not work

 

scn aFACE

 

ref me; actor

ref item; Amulet

 

Begin OnEquip

 

set me to GetContainer

 

set item to FaceIMPM

 

me.additem item 1

 

me.EquipItem item 1

 

end

 

 

IT WORK ONLY ON Player(

Edited by GBRPluss
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What object is it those script is running on? Some item types NPCs won't equip on their own, like jewellery or any tail slot items for example. This script literally depending on an OnEquip block will never trigger when the thing is never equipped. Apart from this the code's perfectly valid.

 

Additionally, if it's a script equipping this item in the first place, an EquipItem call will "not" trigger the OnEquip block. The latest OBSE specifically incorporated EquipItem2 due to this.

Edited by DrakeTheDragon
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What object is it those script is running on? Some item types NPCs won't equip on their own, like jewellery or any tail slot items for example. This script literally depending on an OnEquip block will never trigger when the thing is never equipped. Apart from this the code's perfectly valid.

 

Additionally, if it's a script equipping this item in the first place, an EquipItem call will "not" trigger the OnEquip block. The latest OBSE specifically incorporated EquipItem2 due to this.

 

 

scn aFACE

 

ref me;

ref item;

 

Begin gameMode

 

set me to GetContainer

 

set item to FaceIMPM

 

 

if me.getitemcount item == 0

me.additem item 1

 

endif

 

 

me.EquipItem2 item 1

 

end

 

Start work, but not works on guards.

Thank you so much. It works on every NPC now. I will upload it when finish.

Edited by GBRPluss
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