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How to use CS to give item to player's inventory?


Heartcloud

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There are lots of clothing mods where the moment the esp is activated and the game starts, the player will automatically get the outfit in inventory. I was wondering how do you create an esp like this in construction set? Also, is there a shortcut way to creating links to outfits from other mods, or do I have to manually create like 20 objects, then name and set the nif/.dds file for each item?

I'm trying to create a compilation esp for around 20 or so clothing mods, where when activated, player would automatically get outfits from those 20 mods. I already have the mesh/textures of those outfits in my data folder. This is so that when I start a new game, there is no need to go through like 20 esps and manually entering the formID of every single piece of clothing.

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Here it Goes

1)Get the item ids using gecko for example

 

http://i465.photobucket.com/albums/rr16/samadchaz/Capture.jpg

 

Click on display subrecords and copy the item ID

create a text file of ID list like this

 

http://i465.photobucket.com/albums/rr16/samadchaz/34.jpg

 

the ## means put the 'Q' and 'script' in the end of questname and scriptname to identify.

replace the ID with yours(this means dont delete the text file and it will come handy in future)

more coming(first create the text file,its not easy :tongue:

 

2) now we have to create an esm less esp

open your desired plugin in tes4gecko(display plugin)

and remove the world and container record,some plugin contains quest and dialog record, It will break even if you not remove, better is remove it

 

http://i465.photobucket.com/albums/rr16/samadchaz/234.jpg

 

it will look like this

 

http://i465.photobucket.com/albums/rr16/samadchaz/656858.jpg

 

Now its time to remove the Master record

select 'Edit master List' in gecko then select the plugin and remove it.If you get any error,your plugin still contains a master record, you have to remove it first!

 

http://i465.photobucket.com/albums/rr16/samadchaz/78585.jpg

 

 

3)Construction Set

Open your CS and select the plugin in which you remove the master record previously

(plugin loads so fast without the esm :happy:

->select Character->quests and create a new quest in that empty table

 

http://i465.photobucket.com/albums/rr16/samadchaz/4344554645.jpg

 

->now go to Gameplay-> edit scripts->create new and paste the desired values from the text file you created before

 

http://i465.photobucket.com/albums/rr16/samadchaz/3432232234.jpg

 

Save it.If CS gives error,probably the "item ID" does not exist in that plugin.Better is to Create a Merged esm less Plugin.

Now close the script window AND go back to ->Character-> Quest and select the script on that quest.here

 

http://i465.photobucket.com/albums/rr16/samadchaz/54342235254.jpg

 

press OK and save.Well You created an Auto-add plugin, well done :smile:

This one is only for single esp.If you have to create for multiple esp, First you to create big list of items,then make all plugins esm less and after that merge them all at the same time. Good luck :thumbsup:

Edited by samadchaz
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There is no shortcut to having one mod use items from another mod. There is a way to do it, but I would describe it as a "longcut." It is hard for a new modder, annoying to work with, and dangerous because if you make one false move, you will destroy your mod and have to start over from your last mod save. So the way you are doing it is the shortcut. One way to speed things up would be to open about 5 mods at once in the CS with your mod as the active file. Copy all the clothes you want and save. All you have to do is give the items you want new names, and create new form IDs for them and they will show up in your new mod. With this approach, you never hunt through lists linking .nifs to objects. The reason I said 5 mods was that the CS becomes unstable when you open a lot of mods at once, but depending on the mods, you may be able to open more than 5 at once. Just be sure to perform a test save to see if the CS will crash before doing lots of work with a certain mod combination.

 

To automatically add clothing to the player on mod installation, you would use a quest script applied to a custom quest you created. The simple non-optimized version of such a script would look sort of like this:

 

SCN AACLQuest01SCRIPT

; Quest script that gives the player clothing.

Short DoOnce

Begin GameMode 

    If DoOnce == 0
         Player.AddItem AAMyGreenDress 1
         Player.AddItem AAMyNiftyShoes 1
         Set DoOnce to 1
    EndIf

End

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There is no shortcut to having one mod use items from another mod. There is a way to do it, but I would describe it as a "longcut." It is hard for a new modder, annoying to work with, and dangerous because if you make one false move, you will destroy your mod and have to start over from your last mod save. So the way you are doing it is the shortcut. One way to speed things up would be to open about 5 mods at once in the CS with your mod as the active file. Copy all the clothes you want and save. All you have to do is give the items you want new names, and create new form IDs for them and they will show up in your new mod. With this approach, you never hunt through lists linking .nifs to objects. The reason I said 5 mods was that the CS becomes unstable when you open a lot of mods at once, but depending on the mods, you may be able to open more than 5 at once. Just be sure to perform a test save to see if the CS will crash before doing lots of work with a certain mod combination.

Great tip David. :thumbsup: I had been doing it the longcut way.

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Wow thanks for the detailed walkthrough and tip samadchaz and David. Hmm I'll start with David's tip (as it seems shorter, I'm lazy hehe) to see if it will work.

Hmm basically you mean that I checkbox around 5 clothing mods and my compilation esp as the active file right? How do I copy clothing? When I right click an armor there is no copy option, only a "new" option.

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