irswat Posted September 5, 2016 Author Posted September 5, 2016 should I set the persistent flag on placeatme to true? I tried using your tweaked script Ishara but I'm having the same effect. I get to 12 kills, it removes dawnfag, but does not replace it with a new tempered version.
irswat Posted September 5, 2016 Author Posted September 5, 2016 (edited) thanks everyone for your help! I have included you in the scripting credits. The mod is here, but the modauthor needs to update the file after testing.I think you guys have given me the knowledge to go ahead and make a signature weapon mod. thanks for making my first skyrim script a very pleasant experience!If any of you guys want to beta test the work you helped create: here is the link to my dropbox.ZurinArctus85 did a wonderful job with the models, wouldn't you agree? Edited September 5, 2016 by irswat
IsharaMeradin Posted September 5, 2016 Posted September 5, 2016 Downloaded your dropbox file and took a look at your scripts. FangFXScriptYou have a property for PlayerRef that gets auto-filled and then you have PlayerRef=Game.GetPlayer() in the OnEquipped event. Because of the property, you can remove that line.
irswat Posted September 5, 2016 Author Posted September 5, 2016 (edited) I'm assuming that wastes memory? Edited September 5, 2016 by irswat
FrankFamily Posted September 5, 2016 Posted September 5, 2016 Unnecesary function call to fill something that is already filled
irswat Posted September 5, 2016 Author Posted September 5, 2016 the way Arctus has the mod now both blades are on throatoftheworld in a bag. I need to add a check so one of them gets removed depending on what time they get picked up. Is there an Event like OnAddToInventory()?
irswat Posted September 5, 2016 Author Posted September 5, 2016 (edited) what does ak in the function parameters mean? like akWeapon, akVictim, etc? Edited September 5, 2016 by irswat
FrankFamily Posted September 5, 2016 Posted September 5, 2016 This one would be your OnAddToInventory: http://www.creationkit.com/index.php?title=OnContainerChanged_-_ObjectReferencecheck for new container to be player and probably some condition so that it only happens when you first pick them, could be a quest stage, a global... Alternatively you could make an activator that uses the weapon's model and OnActivate it directly gives you the apropiate sword and deletes itself, you'd just place the activator in throat of the wolrd instead of the two blades. And fill the activate text override thing with "Take" so it mimics a pickable item better.
irswat Posted September 5, 2016 Author Posted September 5, 2016 I'm brainstorming some ideas for a signature weapon mod. How difficult would it be to duplicate the perk tree?
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