kriegerseele Posted August 30, 2017 Author Share Posted August 30, 2017 can´t compile any script...CK won´t let me. Error messages is all i get Link to comment Share on other sites More sharing options...
OblivionRanger Posted August 31, 2017 Share Posted August 31, 2017 (edited) There are several instances where MQ101 force equips the prisoner outfit. I've been working on a "Clean Start" mod that disables each function, through comments. Kriegerseele, I assume you have access to the CK? If so, create a new plugin by loading just the Skyrim and Update .esm's. Under Actor, search for "Player" the form ID should be [00's]7 with around 500 some on the use count - assuming an unmodded version. Under the Inventory Tab, there is a menu field for outfit. This is the default outfit your PC will wear during MQ101 - at least until you equip the armor in either the Trophy room or the Barracks room.Make a note of where the Outfit selector is located.From the Object Window tree, select Items > Armor > Outfits. Right click the outfit fields for the drop down menu. Select "New." You will need to name your Outfit set - I just used PrisonerPlayer to keep it close to the default selection on the Player/Outfit field. Define your new outfit by selecting the various pieces from Items > Armor > Wherever you put the Shinobi clothing items (Or you can select armor and use a filter such as "Shinobi".Click "OK" to save the new outfit and return to the Player field (Use a filter search "Player" under Actors.) Select your Shinobi outfit from the default Outfit drop down. BTW, this is the same place you can turn off the starting spells - if you want. Next tab over from Inventory is Spell List. :wink: The final step takes some time....Go through QF_MQ101_0037B (Double check with the use count menu option; you'll see a QF_MQ101--etc. That's the one you want.)Open with an external editor; I used plain old Notepad. Do a ctrl+F search for "PrisonerClothes". You'll find multiple lines reading "player.equipitem PrisonerClothesShirt/PrisonerClothesShoes." I simply commented them off by placing a ";" at the beginning of the line. Re-compile the script and save your plugin. One warning: If your new outfit includes a helmet, it WILL show up during character creation. This means your view of the PC's face will be obscured. For some reason, my file always wants to start the PC with a full set of Iron Armor - including the Iron Helmet.Double check in the inventory; there's a field for Inventory. QF_MQ101 also contains several "player.removeallitems()" commands. I commented those off also, just to make sure my PC's travelling clothes weren't removed from his inventory. I know this is a little bit of a longer workaround. But it skips most of the scripting headache. Much easier to turn off a line in a script that's already written. Just a sidenote: If you'd be willing to beta test "Clean Start," I'd be willing to make a Shinobi Variant for you. I have a few more tweaks to the Barracks room and it'll be ready for beta release. Edited August 31, 2017 by OblivionRanger Link to comment Share on other sites More sharing options...
OblivionRanger Posted August 31, 2017 Share Posted August 31, 2017 Fragment References for changes to {QF_MQ101_0003372B}. ;Changes are noted in Comments [Turned off by CleanStart] [;This line was commented out in the Script. Remove the comment mark to turn it back on.] ;BEGIN FRAGMENT Fragment_197 ; remove all player's gear and reequip outfit - [Turned off by CleanStart] [;Game.GetPlayer().RemoveAllItems()] ; equip player's prisoner outfit - Turned off by CleanStart [;Game.GetPlayer().EquipItem(ClothesPrisoner)] [;Game.GetPlayer().EquipItem(ClothesPrisonerShoes)] ;BEGIN FRAGMENT Fragment_301 ;tell player to open the lock - [Turned off by CleanStart] SetObjectiveDisplayed(75, 1) [;Game.GetPlayer().AddItem(Lockpick, 12)] ;BEGIN FRAGMENT Fragment_156 ; remove all player's gear and reequip outfit - [Turned off by CleanStart] [;Game.GetPlayer().RemoveAllItems()] ; equip player's prisoner outfit - [Turned off by CleanStart] [;Game.GetPlayer().EquipItem(ClothesPrisoner)] [;Game.GetPlayer().EquipItem(ClothesPrisonerShoes)] Game.GetPlayer().moveto(HelgenEndMarker) ;BEGIN FRAGMENT Fragment_227 ; equip player's prisoner outfit - [Turned off by CleanStart] [;Game.GetPlayer().EquipItem(ClothesPrisoner, abSilent = true)] [;Game.GetPlayer().EquipItem(ClothesPrisonerShoes, abSilent = true)] [;Game.GetPlayer().EquipItem(PrisonerCuffsPlayer, abSilent = true)] ;BEGIN FRAGMENT Fragment_191 ;equip prisoner outfit - [Turned off by CleanStart] [;Game.GetPlayer().EquipItem(ClothesPrisoner)] [;Game.GetPlayer().EquipItem(ClothesPrisonerShoes)] ;BEGIN FRAGMENT Fragment_303 ;Bear room, give player a bow - [Turned off by CleanStart] [;Game.GetPlayer().AddItem(Longbow, 1)] [;Game.GetPlayer().AddItem(IronArrow, 12)] ;BEGIN FRAGMENT Fragment_4 ; remove all player's gear and reequip outfit - [Turned off by CleanStart] [;Game.GetPlayer().RemoveAllItems()] ; equip player's prisoner outfit - [Turned off by CleanStart] [;Game.GetPlayer().EquipItem(ClothesPrisoner, abSilent = true)] [;Game.GetPlayer().EquipItem(ClothesPrisonerShoes, abSilent = true)] [;Game.GetPlayer().EquipItem(PrisonerCuffsPlayer, abSilent = true)] - Don't worry, PrisonerCuffs are part of the PC starting Default Outfit. They'll still equip. Link to comment Share on other sites More sharing options...
kriegerseele Posted August 31, 2017 Author Share Posted August 31, 2017 i would be happy to test it. And i´m very sure that i can implement my outfit, as i already did the first part of your tutorial;) Thanks Link to comment Share on other sites More sharing options...
kriegerseele Posted August 31, 2017 Author Share Posted August 31, 2017 well, i edited the script as you explained...just modified the lines with a comment mark. Did not change anything i´m afraid... Link to comment Share on other sites More sharing options...
kriegerseele Posted August 31, 2017 Author Share Posted August 31, 2017 Ok, it works! Compiling was the problem. Thank you! Link to comment Share on other sites More sharing options...
OblivionRanger Posted September 1, 2017 Share Posted September 1, 2017 Glad it worked for you. Link to comment Share on other sites More sharing options...
OblivionRanger Posted September 1, 2017 Share Posted September 1, 2017 http://www.nexusmods.com/skyrim/mods/86405/? If you want to give it a run? Link to comment Share on other sites More sharing options...
foamyesque Posted September 2, 2017 Share Posted September 2, 2017 One warning: If your new outfit includes a helmet, it WILL show up during character creation. This means your view of the PC's face will be obscured. For some reason, my file always wants to start the PC with a full set of Iron Armor - including the Iron Helmet. That's because that's the outfit specified in the player's actorbase, along with their basic potions & weaponry, in the CK. You'll see the same if you use the coc console command to launch a new game. I have a personal mod that edits that record so's my test Dragonborn is a Nord lady in Dragonplate gear, but I would, in general, advise against modifying the player actor record in any mod for distribution. Link to comment Share on other sites More sharing options...
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