jeanvaljeanvaljean Posted November 29, 2011 Posted November 29, 2011 I have been working on a batch script to run on the console that will change the character's load out. I can use "player.equipitem 0 <left|right>" to get the weapons in the correct hand, and I am assuming the same will work with spells. Shouts and Armor doesn't need to worry about hands, so it should be more straight forward. The problem I am having is that A.) The item will be equipped if it is not in the player inventory. I think I can work around this with "if (player.getitemcount <id> > 0)". But I can't get the if syntax to work. Can someone give me an example of a simple if-then statement that will work in the console? B.) I can't pick a specific item in the inventory. If I have two "glass daggers", they both have the same id, and I can't figure out how to get a unique identifier for a specific weapon. In my case I want to choose weapons based on their enchantments, which don't seem to be reflected in the object id at all. So is this possible? Any help would be appreciated.
Sunnie Posted November 29, 2011 Posted November 29, 2011 On 11/29/2011 at 4:58 PM, jeanvaljeanvaljean said: I have been working on a batch script to run on the console that will change the character's load out. I can use "player.equipitem 0 <left|right>" to get the weapons in the correct hand, and I am assuming the same will work with spells. Shouts and Armor doesn't need to worry about hands, so it should be more straight forward. The problem I am having is that A.) The item will be equipped if it is not in the player inventory. I think I can work around this with "if (player.getitemcount <id> > 0)". But I can't get the if syntax to work. Can someone give me an example of a simple if-then statement that will work in the console? B.) I can't pick a specific item in the inventory. If I have two "glass daggers", they both have the same id, and I can't figure out how to get a unique identifier for a specific weapon. In my case I want to choose weapons based on their enchantments, which don't seem to be reflected in the object id at all. So is this possible? Any help would be appreciated. What you are attempting to do (in yellow above) can not be done just with console commands. You would need to write a script to determine which object in your inventory gets equipped by its object id, not its refid or baseid. Creating a console batch file =/= a pseudo script. Once the CS is released, writing a script like this will be somewhat easy to do.
jeanvaljeanvaljean Posted November 29, 2011 Author Posted November 29, 2011 I really appreciate your confirming the existence of an object id to which I don't have access. Is there anyway I can write that script without the CS? Or is just hard.
Cipscis Posted November 29, 2011 Posted November 29, 2011 Batch scripts are compiled and run in the console on a line by line basis, so anythig requiring more than a single line can't be done in the console. Given that there are no SCPT records in Skyrim.esm, I expect the old scripting language is only useful in the console now. Either way, without a compiler for either the old scripting language or Papyrus, the new one, there's no way that I'm aware of to get a working script in Skyrim. Cipscis
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