Jump to content

Recommended Posts

Posted (edited)

@JetSteele, I've made the armour non-playable in the creation kit, and cast the spell in-game, but I'm still able to unequip it by switching it out for a different armour piece. So when the spell wears off I'm stuck with invisible, non-playable armour in my inventory. Any ideas where I should go from here?

Edited by DovahbearIsNuts
Posted

Add this to the armor pieces in the CK:

Actor Property PlayerRef Auto

Armor Property ArmorPiece Auto

MagicEffect Property BoundArmorEffect Auto

Event OnUnequipped(Actor akActor)
  if ( PlayerRef.HasMagicEffect(BoundArmorEffect) == true )
    PlayerRef.EquipItem(ArmorPiece, true, true)
  endif
EndEvent
Posted

@JetSteele, Many thanks the script works. But how would I, for example, go about writing an additional quest-item effect/script into the one shown above, as I would rather have the armour as viewable in the inventory, instead of non-viewable -- don't ask OCD! :tongue: :tongue: :tongue:

Posted

Well it depends on what you want to do. What are you looking to add to it?

 

And to make it viewable in the inventory just check the playable flag on the armor piece.

Posted (edited)

@JetSteele, when I said your script works, I was only telling a half-truth. The script works as long as I don't drop the summoned armour by pressing "R" while the spell is still in effect. If I happen to drop the armour at any point of the spells duration, the effect of the script you've provided becomes nullified. So I'm looking to add a quest-item effect to the above script, in order to label the armour as a quest item, thereby preventing it from being dropped all together.

 

And perhaps maybe add a message that appears when the user tries to remove the armour.

 

Something like: "You cannot unequip this item."

Hope this isn't too much to ask? :smile: :smile: :smile:

 

And I do have "playable flag" checked in the creation kit.

Edited by DovahbearIsNuts
Posted

Alright simple. Create a cell like the Unowned Cell with a custom chest inside of it that doesn't respawn. Then create a quest and reference alias' of the armor pieces and then have them be created inside of that chest you made. Also make sure to tick the quest item box of all the armor pieces.

 

To test it load into a new game and then coc to your cell (make sure to give it a minute or two to allow the quest to kick in) and check the chest to see if the armor pieces were created properly. Once you get this set up let me know and I'll give you the tweaked code to give the player the quest items.

Posted

@JetSteele, is there a way I can just simply prevent the spell caster from dropping the armour via script attached to the armour? Instead of going through the above process? As you may/or may not remember, Morrowind, and Oblivion had a similar bound armour effect.

Posted

No, The closest thing that you could do is an OnUpdate event that checks wether the armor is dropped from the magiceffect script though that would make the spell a bit more taxing on lower end systems. I could write an OnUpdate part to the magic effect script for you if its what you want (so you don't have to do the quest items part):

 

OnUpdate() = More Taxing on a System

Quest Items = Doesn't Affect System To That Extent

 

The thing about OnUpdate is that you need to shut it down after your finished with it or it will cause save bloats and can cause issues to save games if its not handled properly.

Posted

@JetSteele, many thanks for all the scripting help. But I'll probably just stick to using the scripts you've already given me, and if I ever get around to releasing my mod I'll make sure to credit you for the scripts! :smile: :smile: :smile:

Posted (edited)

So want to help here but I don't know what this is attached to or how ... never made a spell before ... How about a nice ring!!!

 

 

If Caster.GetItemCount(?????) < 1
Caster.AddItem(?????)
EndIf
If this is all bound armor why not duplicate one of the bound spells and just add the other items to it ...
(as in copy the stuff from the bound boots exc ... and put them all in one custom bound spell ... No scripts needed)
This would cover all you said without a way to drop anything.
Edited by NexusComa
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...