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Posted (edited)

ak for Actor

b for bool

i for int

s for string

 

You do not have to follow that convention. All that matters is that you know what you are using for what.

 

 

Here is one solution:

 

Add this script to the container that is holding the weapons

 

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You don't have to do it that way either. You can use OnContainerChanged which FrankFamily linked to which would be on the weapon itself.

 

You can also use OnItemAdded event on a player alias script with the akSourceContainer being equal to the container that the weapons come in.

 

 

EDIT: grammar change for clarity

Edited by IsharaMeradin
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Posted (edited)

You gave me an idea. I will make the bag dynamic, so that what is inside it will change depending on whether it is night time or day time. sweet

Edited by irswat
Posted (edited)

I think this should do it:

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Edited by irswat
Posted

Just keep in mind that OnCellLoad isn't called all the time. As I understand it, it is only called when the cell is first loaded and not called again until the cell has been reset. OnCellAttach may be the better choice in this instance. At least it might be worth testing. Unless that is what you are doing with the call to update, but if that is the case, where is the OnUpdate event? Also, you'll want some way to stop it once the player has taken the weapon. After all, the container doesn't need to keep swapping weapons once the player has gotten theirs.

Posted (edited)

sorry I have a tendency to realize I did stupid stuff and change the post underneath your feet. :-)

I will make the revision regarding OnCellAttach() as opposed to OnCellLoad(). Although I'm wondering if I need to with the OnUpdate() now that you mention it.

I'll just change it. Better to be safe than sorry.

Edited by irswat
Posted

random question: will the 64 bit remaster up the limit on the number of plugins we're allowed to use?

another random question: I'm thinking it might be cool to do a signature weapon mod, and have something like the perk tree just for the signature weapon.

How hard is it to duplicate the perk tree? If impossible could I create a weapon perk tree off the side of the current perk tree, but make it so the weapon perk tree can not be accessed via the normal perk tree menu, and the normal perk tree via the weapon perk tree menu?

Posted

Oops, your latest dropbox contains the wispActorScript.psc file. Might want to remove it.

 

 

No idea about the remastered version, but it is possible. Only time will tell.

 

I do not know anything about perk trees, sorry.

Posted (edited)

just noticed that. I must have added that by accident. The file is updated and that script removed. I also removed the duplicate playerref=game.getplayer

modifying that script was my first attempt at skyrim modding. wanted to make the wispmother wear a crown when she conjured summons to make it easy to tell them apart. Apparently that isn't possible because it's a creature not an NPC. :-/

I'm done for the day. Thank you so much for taking an interest in this little project. I can't imagine how annoying it must be.

Edited by irswat
Posted

disregard the container script. neither your nor mine works, and I suspect it is the events we are using. Nevertheless it doesn't matter because the method of acquiring the blade is now more immersive and lore friendly.

I do have a small problem.

After the script tempers the blade, and adds it to the players inventory, which seems to work wonderfully btw (thanks), I call EquipItemEx with it, but this function is not working. The reason I presume is because it is expecting a base object and I'm passing an ObjectReference. Is there a work around like (weaponRef as Form) so that I can use EquipItemEx on the tempered weapon?

recall the function:

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