IsharaMeradin Posted February 29 Share Posted February 29 Take a look at existing temper recipes. The editor ids will have the word "temper". Basically, you need a separate constructable object recipe that targets the work bench via keyword. Link to comment Share on other sites More sharing options...
xkkmEl Posted February 29 Share Posted February 29 Upgradable Weapons This explains upgradable weapons. Armor is much the same, just different keywords. Link to comment Share on other sites More sharing options...
scorrp10 Posted February 29 Share Posted February 29 FYI, I know this is 'LE' thread, but in SSE, one does not really need the "Enchantment" recipe. If it has an improvement (temper) recipe, then it typically can be enchanted. There is a caveat, however. Every enchantment is designed for specific type of item, determined via keywords. I.e. 'Muffle' is applicable only to items with keywords 'ArmorBoots' or 'ClothingFeet' . So you need to add keywords to your items it you want enchantability. Link to comment Share on other sites More sharing options...
xenaclone Posted March 14 Share Posted March 14 What are people using for wikis while Bethesda's Official pages are under maintenance? I know UESP has a mirror site, thank the Gods. I'd be lost without it. But are there any other sites similar? Link to comment Share on other sites More sharing options...
AaronOfMpls Posted March 14 Share Posted March 14 24 minutes ago, xenaclone said: What are people using for wikis while Bethesda's Official pages are under maintenance? I know UESP has a mirror site, thank the Gods. I'd be lost without it. But are there any other sites similar? The UESP mirror is the one I know offhand. Plus I've been using the main UESP Wiki since forever ago too. There's also an Elder Scrolls Wiki on Fandom, but I haven't browsed it nearly as much. 1 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 14 Share Posted March 14 The UESP "mirror" is the only one that I really know. And to be honest, it is not a mirror. It is an archive of what the original CK wiki was prior to its most recent changes that has begun to see its own additions that may not be present on the official CK wiki. I guess, the UESP CK wiki should be considered a "fork" rather than a "mirror". There is some limited information in the Nexus wiki. 1 Link to comment Share on other sites More sharing options...
xenaclone Posted March 23 Share Posted March 23 (edited) Trying to add an alias to a group of four NPCs, but in efficient a way as possible. If I've got dual properties set up: one for the ReferenceAlias, the other an Actor property, that works fine. ReferenceAlias.ForceRefTo(ActorProperty). "Hey, come follow me" and that NPC does just this. The AI package is added into the Alias, but not into the NPC itself. Not a prob, the alias fills/the package activates. But if I've got a group of Actors stacked into an Array (Array is toggled on, and each NPC is selected into this property), this compiles fine, but doesn't do anything in the game. Maybe Actors can't be filled via alias into an array? Or if so, what is missing? I can add each individual actor as his/her own Actor property, write the script that way... ReferenceAlias.ForceRefTo(ActorProperty)... ReferenceAlias.ForceRefTo(ActorProperty2).... and that causes them all to move forward in the game. But it also involves more work! Because a property is then needed for each Actor, and a script fragment needed for each as well. Trying to see if this works in a more efficient way. Seems like it's possible, somehow. Edited March 23 by xenaclone Link to comment Share on other sites More sharing options...
xkkmEl Posted March 23 Share Posted March 23 (edited) Variables, properties and arrays are just data storage for easy access; there is usually little reason to do that if you have the actor in an alias, seeing as getActorReference() works well enough. You need to place each actor in a separate ReferenceAlias to put packages on them. Otherwise, you can use ActorUtil.AddPackageOverride from PapyrusUtil (or SE). The downside of this method is that your actor won't work well in scenes that try to put packages on it, which is quite a common occurence. If you created the actors yourself, far simpler is to put the script directly in the ActorBase. Edited March 23 by xkkmEl Link to comment Share on other sites More sharing options...
xenaclone Posted March 23 Share Posted March 23 Quote If you created the actors yourself, far simpler is to put the script directly in the ActorBase. I did create them. Cool I'll try this next. Link to comment Share on other sites More sharing options...
xkkmEl Posted March 23 Share Posted March 23 1 minute ago, xenaclone said: I did create them. Cool I'll try this next. Hmm, in this case, now that I think on it, place the AI package itself in the ActorBase. If your package needs to refer to other references (like a buddy actor, or a destination location) that varies in time, that won't work. You'll still need to use a quest and aliases. AI packages can only be parameterized when placed in a quest. Link to comment Share on other sites More sharing options...
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