GBRPluss Posted April 24, 2011 Share Posted April 24, 2011 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, 1Player.EquipItem FaceIMPM 1 end I TRY TO MAKE THIS FOR NPC- NOT WORK((( scn 0FACEref meref itemBegin onEquipset me to getcontainerif me.getissex female == 1 set item to Femalefaceelse set item to Malefaceendifif me.geitemcount < 1 me.additem item 1endifme.EquipItem item 1end You can contact me in Skype-gbrpluss. Sorry for my english) Link to comment Share on other sites More sharing options...
GBRPluss Posted April 24, 2011 Author Share Posted April 24, 2011 Link to comment Share on other sites More sharing options...
Maskar Posted April 24, 2011 Share Posted April 24, 2011 (edited) I guess if me.geitemcount < 1 should be if me.getitemcount item == 0. Edited April 24, 2011 by Maskar Link to comment Share on other sites More sharing options...
HeyYou Posted April 24, 2011 Share Posted April 24, 2011 scn 0FACE Is that a zero, or an O? If that's a zero, need to change that. Oblivion doesn't like names that start with numbers. Link to comment Share on other sites More sharing options...
GBRPluss Posted April 24, 2011 Author Share Posted April 24, 2011 Try with a letter and much simle script, but no change Link to comment Share on other sites More sharing options...
fg109 Posted April 24, 2011 Share Posted April 24, 2011 Did you try what Maskar suggested? Link to comment Share on other sites More sharing options...
GBRPluss Posted April 25, 2011 Author Share Posted April 25, 2011 (edited) Did you try what Maskar suggested? Yes, I try it. And try wihout this line... Not work scn aFACE ref me; actorref 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 April 25, 2011 by GBRPluss Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted April 25, 2011 Share Posted April 25, 2011 (edited) 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 April 25, 2011 by DrakeTheDragon Link to comment Share on other sites More sharing options...
GBRPluss Posted April 25, 2011 Author Share Posted April 25, 2011 (edited) 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 April 25, 2011 by GBRPluss Link to comment Share on other sites More sharing options...
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