AquariusMods Posted July 10, 2016 Share Posted July 10, 2016 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. Link to comment Share on other sites More sharing options...
AquariusMods Posted July 10, 2016 Author Share Posted July 10, 2016 Yep. Unfortunately the only things I am finding are for when you have an activator i.e. button in world to activate. Link to comment Share on other sites More sharing options...
viennacalling Posted July 10, 2016 Share Posted July 10, 2016 Thoughts are the holotape has an OnHolotapePlay event that calls Reset followed by Activate on the cheat container. You can try that and see if it works. Link to comment Share on other sites More sharing options...
AquariusMods Posted July 10, 2016 Author Share Posted July 10, 2016 Well that was actually one of my questions. The activate function. Can you give an example? I'm confused as to the objectreference part. Link to comment Share on other sites More sharing options...
viennacalling Posted July 11, 2016 Share Posted July 11, 2016 CheatContainer.Activate(Game.GetPlayer()) Link to comment Share on other sites More sharing options...
AquariusMods Posted July 11, 2016 Author Share Posted July 11, 2016 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. Link to comment Share on other sites More sharing options...
AquariusMods Posted July 11, 2016 Author Share Posted July 11, 2016 Lel. Figured it out. :fp: now I know for next time, I guess Link to comment Share on other sites More sharing options...
AquariusMods Posted July 11, 2016 Author Share Posted July 11, 2016 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. Link to comment Share on other sites More sharing options...
AquariusMods Posted July 16, 2016 Author Share Posted July 16, 2016 Still looking at this. Link to comment Share on other sites More sharing options...
PoliteRaider Posted July 16, 2016 Share Posted July 16, 2016 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. Link to comment Share on other sites More sharing options...
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