SkyEmerald Posted July 18, 2017 Share Posted July 18, 2017 Hey there, It seems like it would be simple, but everything I try in the CK produces fails. I want to make a script do the following: Using something equippable, such as a ring for example, I wanted a script to run on equip. So, I equip the item on the NPC, the script runs and uses the console command 'disable', the NPC blinks out of existence for a couple of seconds, then the script uses the console command 'enable' and the NPC blinks back into existence. Does anyone know where I would start with writing this? Any help would be much appreciated!! :) :) Link to comment Share on other sites More sharing options...
stonefisher Posted July 18, 2017 Share Posted July 18, 2017 (edited) Scriptname ring_of_blink extends ObjectReference Actor property ActorRef Event OnEquipped(Actor akActor) ActorRef = akActor ActorRef.Disable() ActorRef.Enable() Utility.wait(2) Debug.notification("ta-da!") endIf endEvent Edited July 18, 2017 by stonefisher Link to comment Share on other sites More sharing options...
SkyEmerald Posted July 18, 2017 Author Share Posted July 18, 2017 Scriptname ring_of_blink extends ObjectReference Actor property ActorRef Event OnEquipped(Actor akActor) ActorRef = akActor ActorRef.Disable() ActorRef.Enable() Utility.wait(2) Debug.notification("ta-da!") endIf endEvent Heya, thanks a lot for that :D I'll give it a try. <3 <3 Link to comment Share on other sites More sharing options...
shavkacagarikia Posted July 18, 2017 Share Posted July 18, 2017 (edited) Scriptname ring_of_blink extends ObjectReference Actor property ActorRef Event OnEquipped(Actor akActor) ActorRef = akActor ActorRef.Disable() ActorRef.Enable() Utility.wait(2) Debug.notification("ta-da!") endIf endEvent Yes that script will alost do what you want, it needs utility.wait between disable and enable calls though. Also Actor property isn't needed. Event OnEquipped(Actor akActor) akActor.Disable() Utility.wait(2) ;this is how much time in seconds actor will be disabled akActor.Enable() Debug.notification("ta-da!") endIf endEvent Be noted that this won't work if you equip that ring through console or via script. The OnEquipped event only fires if item is equipped from inventory. Edited July 18, 2017 by shavkacagarikia Link to comment Share on other sites More sharing options...
SkyEmerald Posted July 18, 2017 Author Share Posted July 18, 2017 Scriptname ring_of_blink extends ObjectReference Actor property ActorRef Event OnEquipped(Actor akActor) ActorRef = akActor ActorRef.Disable() ActorRef.Enable() Utility.wait(2) Debug.notification("ta-da!") endIf endEvent Yes that script will alost do what you want, it needs utility.wait between disable and enable calls though. Also Actor property isn't needed. Event OnEquipped(Actor akActor) akActor.Disable() Utility.wait(2) ;this is how much time in seconds actor will be disabled akActor.Enable() Debug.notification("ta-da!") endIf endEvent Be noted that this won't work if you equip that ring through console or via script. The OnEquipped event only fires if item is equipped from inventory. Ah that's great :D thanks a lot for the info! <3 <3 Link to comment Share on other sites More sharing options...
T0O00O0O Posted July 19, 2017 Share Posted July 19, 2017 (edited) redacted Edited December 6, 2017 by T0O00O0O Link to comment Share on other sites More sharing options...
SkyEmerald Posted July 19, 2017 Author Share Posted July 19, 2017 Scriptname ring_of_blink extends ObjectReference Actor property ActorRef Event OnEquipped(Actor akActor) ActorRef = akActor ActorRef.Disable() ActorRef.Enable() Utility.wait(2) Debug.notification("ta-da!") endIf endEvent Yes that script will alost do what you want, it needs utility.wait between disable and enable calls though. Also Actor property isn't needed. Event OnEquipped(Actor akActor) akActor.Disable() Utility.wait(2) ;this is how much time in seconds actor will be disabled akActor.Enable() Debug.notification("ta-da!") endIf endEvent Be noted that this won't work if you equip that ring through console or via script. The OnEquipped event only fires if item is equipped from inventory. Hey again, I tried to add the script to the item in the CK but I can't work out where it's added and what the property would be. I found this page: https://www.creationkit.com/index.php?title=Property_Reference but it's rather confusing. I tried setting the property as actor, but I'm probably wrong.. Perhaps there is a step to step tutorial you know about? :D Thanks again! <3 Link to comment Share on other sites More sharing options...
shavkacagarikia Posted July 19, 2017 Share Posted July 19, 2017 No it doesn't need any properties, just paste the script I suggested. Link to comment Share on other sites More sharing options...
stonefisher Posted July 19, 2017 Share Posted July 19, 2017 1 First put this script in notepad++ Scriptname ring_of_blink extends ObjectReference Event OnEquipped(Actor akActor) akActor.Disable() Utility.wait(2) ;amount of time between disabled and enabled. akActor.Enable() Debug.notification("ta-da!") endIf endEvent 2 Save file as ring_of_blink.psc 3 Place file in: Fallout 4\Data\Scripts\Source\User 4 Open creation kit and load your esp. 5 Under gameplay tab along the top, open papyrus script manager. 6 Enter ring_of_blink into the filter field to find your script. 7 Right click on it and compile it. 8 go to your custom equip-able item and open it. 9 click add script. 10 select the ring_of_blink script. 11 Click ok again, there are no properties to set. 12 Click ok again to close the item and accept the changes. 13 save esp 14 try it out ingame. Link to comment Share on other sites More sharing options...
SkyEmerald Posted July 19, 2017 Author Share Posted July 19, 2017 1 First put this script in notepad++ Scriptname ring_of_blink extends ObjectReference Event OnEquipped(Actor akActor) akActor.Disable() Utility.wait(2) ;amount of time between disabled and enabled. akActor.Enable() Debug.notification("ta-da!") endIf endEvent 2 Save file as ring_of_blink.psc 3 Place file in: Fallout 4\Data\Scripts\Source\User 4 Open creation kit and load your esp. 5 Under gameplay tab along the top, open papyrus script manager. 6 Enter ring_of_blink into the filter field to find your script. 7 Right click on it and compile it. 8 go to your custom equip-able item and open it. 9 click add script. 10 select the ring_of_blink script. 11 Click ok again, there are no properties to set. 12 Click ok again to close the item and accept the changes. 13 save esp 14 try it out ingame. Wow thanks a lot for this! It all worked fine (had to remove 'endif' from the script to compile it though). Thanks again for your help, I was definitely doing it all wrong! Link to comment Share on other sites More sharing options...
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