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Need help with scripts for an armor Mod I created recently.


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Problem with references is that you cannot pass objectreference to equipitem. Well you can but it does nothing.

Just call GetBaseObject() on the ObjRef and use that.

 

But if it has mod attached, won't it equip base form without atached mod?

 

Edit: I tested and it works perfectly.

Edited by shavkacagarikia
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@r00stafarian Yeah I have seen that mod, its still in my load order.

 

Did you want the colour schemes to be OMODs on your armour? Currently you have pulsing and steady as separate armour pieces. Though if you did this half the people who update there mod would loose there armour.

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@r00stafarian Yeah I have seen that mod, its still in my load order.

 

Did you want the colour schemes to be OMODs on your armour? Currently you have pulsing and steady as separate armour pieces. Though if you did this half the people who update there mod would loose there armour.

Yeah I wish! :sweat: Unfortunately (for me), due to the nature of the glowing parts' color being hard-coded in the nifs, they require separate meshes not a single one. Although, I'm working on reducing that in half (currently there are 2*2*2=8: Zipped/Unzipped, Glow/PulsingGlow, Red/Blue) so that the red/blue versions are one nif and made into different outfits from different material swaps to create different armors/armor addons in the CK. Although, I don't think that matters to you coding-wise, since they are still treated the same as different armor pieces in the CK. As discussed earlier, I like the idea of invisible suit armor pieces (4 for: red/blue glow/pulsing glow) that stays equipped with all the modifications made to it and have different visual armor addons/pieces (zipped vs unzipped) being equipped on a different biped slots than main invisible armor via script.

Edited by r00stafarian
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You can add multiple armour attachments to a single piece of armour and then assign them different index numbers.

 

Then you make an omod that tells it which armour attachment index numbers to use.

 

At least thats what I believe from my research into OMOD's cant understand why the attach point isnt making an extra mod slot in the workbench.

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You can add multiple armour attachments to a single piece of armour and then assign them different index numbers.

 

Then you make an omod that tells it which armour attachment index numbers to use.

 

At least thats what I believe from my research into OMOD's cant understand why the attach point isnt making an extra mod slot in the workbench.

I still think that things could be so much simpler (no need to track OMODs) if (like I described above):

 

 

As discussed earlier, I like the idea of invisible suit armor pieces (4 for: red/blue glow/pulsing glow) that stays equipped with all the modifications made to it and have different visual armor addons/pieces (zipped vs unzipped) being equipped on a different biped slots than main invisible armor via script.
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Unfortunately there is no weapon sheathe animation according to the creation kit website.

 

So came up with this script, will it work?

Scriptname CGXAM_GhostGoggles extends ObjectReference

Keyword property CGXAMGhostX92GogglesDown auto
Keyword property CGXAMGhostX92GogglesUp auto
Keyword property CGXAMGhostX92GogglesPulsingDown auto
Keyword property CGXAMGhostX92GogglesPulsingUp auto

ObjectReference Goggles

Event OnItemEquipped(Form akBaseObject, ObjectReference akReference)
	Goggles = akBaseObject
	If (akBaseObject.haskeyword(CGXAMGhostX92GogglesDown))
		Self.AttachMod(CGXAMGhostX92GogglesUp)
	ElseIF (akBaseObject.haskeyword(CGXAMGhostX92GogglesPulsingDown))
		Self.AttachMod(CGXAMGhostX92GogglesPulsingUp)
	EndIf
EndEvent

While (Self.IsWeaponDrawn() == true)
	If (akBaseObject.haskeyword(CGXAMGhostX92GogglesUp))
		Self.AttachMod(CGXAMGhostX92GogglesDown)
	ElseIF (akBaseObject.haskeyword(CGXAMGhostX92GogglesPulsingUp))
		Self.AttachMod(CGXAMGhostX92GogglesPulsingDown)
	EndIf
EndWhile

While (Self.IsWeaponDrawn() == false)
	If (akBaseObject.haskeyword(CGXAMGhostX92GogglesDown))
		Self.AttachMod(CGXAMGhostX92GogglesUp)
	ElseIF (akBaseObject.haskeyword(CGXAMGhostX92GogglesPulsingDown))
		Self.AttachMod(CGXAMGhostX92GogglesPulsingUp)
	EndIf
EndWhile
Edited by stonefisher
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Unfortunately there is no weapon sheathe animation according to the creation kit website.

 

So came up with this script, will it work?

Scriptname CGXAM_GhostGoggles extends ObjectReference

Keyword property CGXAMGhostX92GogglesDown auto
Keyword property CGXAMGhostX92GogglesUp auto
Keyword property CGXAMGhostX92GogglesPulsingDown auto
Keyword property CGXAMGhostX92GogglesPulsingUp auto

ObjectReference Goggles

Event OnItemEquipped(Form akBaseObject, ObjectReference akReference)
	Goggles = akBaseObject
	If (akBaseObject.haskeyword(CGXAMGhostX92GogglesDown))
		Self.AttachMod(CGXAMGhostX92GogglesUp)
	ElseIF (akBaseObject.haskeyword(CGXAMGhostX92GogglesPulsingDown))
		Self.AttachMod(CGXAMGhostX92GogglesPulsingUp)
	EndIf
EndEvent

While (Self.IsWeaponDrawn() == true)
	If (akBaseObject.haskeyword(CGXAMGhostX92GogglesUp))
		Self.AttachMod(CGXAMGhostX92GogglesDown)
	ElseIF (akBaseObject.haskeyword(CGXAMGhostX92GogglesPulsingUp))
		Self.AttachMod(CGXAMGhostX92GogglesPulsingDown)
	EndIf
EndWhile

While (Self.IsWeaponDrawn() == false)
	If (akBaseObject.haskeyword(CGXAMGhostX92GogglesDown))
		Self.AttachMod(CGXAMGhostX92GogglesUp)
	ElseIF (akBaseObject.haskeyword(CGXAMGhostX92GogglesPulsingDown))
		Self.AttachMod(CGXAMGhostX92GogglesPulsingUp)
	EndIf
EndWhile

That script will not work. I've hurt my wrist so I can't rewrite it for you, but basically you will need to add an OnTimer event, change your While loops into If statements (and stick those within the OnTimer event), and add a bool to check when you've attached the mods / detached them. But you're on the right track.

Edited by Reneer
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