stonefisher Posted June 28, 2017 Share Posted June 28, 2017 But you will get omod issues either way as the armour peices have a balistic weave slot and a normal armour mod slot. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 28, 2017 Share Posted June 28, 2017 I have workaround idea. I am just interested if this particular armor uses any vanilla OMOD or they are all custom? Link to comment Share on other sites More sharing options...
stonefisher Posted June 28, 2017 Share Posted June 28, 2017 All vanilla Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 28, 2017 Share Posted June 28, 2017 (edited) My workaround will require author to make some changes to all OMODs armor will use (add different keyword to each of them). So if he is ready to duplicate all vanilla mods armor is using then I will be able to help. Edit: Actually, forget about it. It will be to much headache and has more problems than I expected. Edited June 28, 2017 by shavkacagarikia Link to comment Share on other sites More sharing options...
stonefisher Posted June 28, 2017 Share Posted June 28, 2017 (edited) As for the suit being zipped up or not based on day night cycle, I believe the only time a world time related event as opposed to a countdown is used is in survival mode which prevents you from sleeping during the daytime if I remember correctly. (Still havnt played survival myself yet). So I will hunt for any scripts when I get home. Edited June 28, 2017 by stonefisher Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 28, 2017 Share Posted June 28, 2017 There is global variable GameHour which can be used to check current hour. Link to comment Share on other sites More sharing options...
stonefisher Posted June 28, 2017 Share Posted June 28, 2017 Okay thx. These extra options are being very illusive when browsing the creation kit website. Link to comment Share on other sites More sharing options...
stonefisher Posted June 28, 2017 Share Posted June 28, 2017 Well I have modified the ESP to have all armours and armour addons in there various states and am going through testing trying to make them swap as wanted without converting them into omods of some kind. I am also ignoring the vanilla armour mods for the mean time. Lets try it shavkacagarikia's way first. Though using keywords on the OMOD's is going to lead to the same problem as we had when making the weapopn filter for my mod. No REF ID's on items in inventory. Which means dropping the equiped item at the appointed triggered event and then equipping the new item. I was wondering which would be faster:Dropping the item scanning it for what mods are attached with keywords, generating the new item of clothing adding items and equipping it.Orscanning clothes when first equipped and then making the counterpart in a container out of sight and just swapping between the two at the right time. The first option may be slower as its running a longer script each time while the second option has to grab clothes from a container which maybe in a different cell. Link to comment Share on other sites More sharing options...
Reneer Posted June 28, 2017 Share Posted June 28, 2017 (edited) The easiest way, as I understand the request, is to have two NIF / armor types for each object: glasses on forehead, glasses over eyes and unzipped suit and zipped suit. Instead of dealing with keywords and grabbing ObjectReferences (doing so is a royal pain) something like this should work: ScriptName CoolOutFitScript extends Quest Armor Property CoolSuitZipped Auto Armor Property CoolGogglesEyes Auto Armor Property CoolSuitUnzipped Auto Armor Property CoolGogglesForehead Auto Actor Property PlayerRef Auto GlobalVariable Property TimeOfDayGlobalProperty Auto Event OnInit() if (PlayerRef != Game.GetPlayer()) PlayerRef = Game.GetPlayer() endif Self.RegisterForRemoveEvent(PlayerRef, "OnItemEquipped") endEvent Event OnUpdate(int timerid) int timeOfDay = TimeOfDayGlobalProperty.GetValue() if (PlayerRef.IsEquipped(CoolSuitZipped) == true || PlayerRef.IsEquipped(CoolGogglesEyes) == true || PlayerRef.IsEquipped(CoolSuitUnzipped) == true || PlayerRef.IsEquipped(CoolGogglesForehead) == true) if (timeOfDay >= 18 || timeOfDay <= 6) if (PlayerRef.IsEquipped(CoolSuitUnzipped) == true) PlayerRef.RemoveItem(CoolSuitZipped, -1, true) PlayerRef.AddItem(CoolSuitZipped, 1, true) PlayerRef.EquipItem(CoolSuitZipped) PlayerRef.RemoveItem(CoolSuitUnzipped, -1, true) endif else if (PlayerRef.IsEquipped(CoolSuitZipped) == true) PlayerRef.RemoveItem(CoolSuitUnzipped, -1, true) PlayerRef.AddItem(CoolSuitUnzipped, 1, true) PlayerRef.EquipItem(CoolSuitUnzipped) PlayerRef.RemoveItem(CoolSuitZipped, -1, true) endif endif if (PlayerRef.IsWeaponDrawn() == true) if (PlayerRef.IsEquipped(CoolGogglesForehead) == true) PlayerRef.RemoveItem(CoolGogglesEyes, -1, true) PlayerRef.AddItem(CoolGogglesEyes, 1, true) PlayerRef.EquipItem(CoolGogglesEyes) PlayerRef.RemoveItem(CoolGogglesForehead, -1, true) endif else if (PlayerRef.IsEquipped(CoolGogglesEyes) == true) PlayerRef.RemoveItem(CoolGogglesForehead, -1, true) PlayerRef.AddItem(CoolGogglesForehead, 1, true) PlayerRef.EquipItem(CoolGogglesForehead) PlayerRef.RemoveItem(CoolGogglesEyes, -1, true) endif endif Self.StartTimer(1.0, 0) endif endEvent Event Actor.OnItemEquipped(Form akBaseObject, ObjectReference akReference) if (akBaseObject == CoolSuitZipped || akBaseObject == CoolGogglesEyes || akBaseObject == CoolSuitUnzipped || akBaseObject == CoolGogglesForehead) Self.StartTimer(1.0, 0) endif endEvent 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 @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. Link to comment Share on other sites More sharing options...
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