Reneer Posted June 28, 2017 Share Posted June 28, 2017 (edited) @reneer well thats one way, but that script dousnt maintain OMOD's like balistic weave and so on. The problem aint the switching as such, it's making sure the omods remain attached to the armour.Oh geez you're right. I completely skipped over that part. Edited June 28, 2017 by Reneer Link to comment Share on other sites More sharing options...
stonefisher Posted June 28, 2017 Share Posted June 28, 2017 Personally I want to have the zipped/unzipped and gogglesup/gogglesdown as OMOD's as well so that:the item can be dropped and its faster to switch out the one mod instead of two mods which means it will be unequipped for a shorter amount of time and less likely to be noticed,it would work with mods that tweak vanilla armour omod's without requiring a compatibility patch which is less work in the long run,it would maintain the armour name if you rename it at an armour workbench,it will remain in the favorites bar without the risk of it being forgotten by it. Link to comment Share on other sites More sharing options...
Reneer Posted June 28, 2017 Share Posted June 28, 2017 (edited) The problem is that there is no way to get what OMODs are attached to a piece of armor (without F4SE). As you mentioned the only way to figure that out in vanilla would be via a keyword system, but then you have the issue of determining which keyword goes with which OMOD and connecting the two together. It would be an absolute pain in the ass. Edited June 28, 2017 by Reneer Link to comment Share on other sites More sharing options...
stonefisher Posted June 28, 2017 Share Posted June 28, 2017 Ah but if you drop the item it generates a refid and its easy to scan the one item for the omod for the suit or goggles only. You would only need one keyword for the suit and one for the goggles. My main problem so far for testing is trying to work out how to make armour omods.... Link to comment Share on other sites More sharing options...
Reneer Posted June 28, 2017 Share Posted June 28, 2017 (edited) Ah but if you drop the item it generates a refid and its easy to scan the one item for the omod for the suit or goggles only. You would only need one keyword for the suit and one for the goggles. My main problem so far for testing is trying to work out how to make armour omods....Yes, if you drop the item it does generate a RefID - that's how I made my Item Condition mod. Even if you get the RefID you still can't "scan" for what OMODs are attached to it. You would still end up needing to create an OMOD <-> Keyword system - scan for the keyword, attach the corresponding OMOD, etc. It's doable, of course, but, as I said, it quickly would become a pain. Edited June 28, 2017 by Reneer Link to comment Share on other sites More sharing options...
stonefisher Posted June 28, 2017 Share Posted June 28, 2017 not that bad. Could just attach the script to the item then only have to scan for one keyword and make a different script for each item. Link to comment Share on other sites More sharing options...
Reneer Posted June 29, 2017 Share Posted June 29, 2017 I suppose so. Anyway, good luck with it. :) Link to comment Share on other sites More sharing options...
stonefisher Posted June 29, 2017 Share Posted June 29, 2017 Cheers. Right now to tutorial videos!!! Link to comment Share on other sites More sharing options...
r00stafarian Posted June 29, 2017 Author Share Posted June 29, 2017 Just found this video, it is exactly (well, almost) what we need!!!! Mod here and video schowcase here. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 29, 2017 Share Posted June 29, 2017 Just found this video, it is exactly (well, almost) what we need!!!! Mod here and video schowcase here.That eyewear has only two omods, so he probably just switches two armors. But for zipped/ unzipped armor it's not going to work that way because it has various omods. Link to comment Share on other sites More sharing options...
Recommended Posts