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Posted

Okay, so I'm making a cheat holotape mod. Instead of listing each and every individual piece of apparel, I am creating options to add all clothing, add all outfits, and add all headwear to the player's inventory. Very simple.

 

I am second guessing myself, and thinking that if I were to create a container (which is easy to do), and have it's inventory activated on clicking on the holotape option, but reset the inventory each time, that way people don't have a bunch of cluttered stuff in their inventory and can just take what they want. I am at a loss at how to do this, as what I am currently doing is...well...it's incredibly simple. I have attempted to look at CK pages to find out for myself but I am hard at understanding them as this is my first true scripted mod.

 

Thanks to anyone that can help.

Posted

I'm probably missing it here. Is the ObjectRef the EditorID, a property, BaseID? I know Reference ID has to do with physical location in game, and as I understand it, that wouldn't help for what I'm trying to achieve.

Posted

My attempt is to make this work via option in Holotape, which I would assume requires the usage of Papyrus Fragments.

 

AquariusCheatApparel.Activate(Game.GetPlayer()) is what I have. It compiles successfully, but the option in game does nothing.

Posted

The activate command causes an object capable of activation to activate. It counts as being activated by the character that you specify.

 

In this case since it is a container, the normal activation would be to open the container and access its inventory. However, you're attempting to use this command from a holotape. In the game you can't click on a container while using a holotape, so the function does nothing because you're in a circumstance under which the container cannot be activated.

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