Jump to content

[LE] Portable home item cant be equipped


Recommended Posts

SOLVED

 

Hello, So I'm working on my first mod, a portable home. The mod dwemer storage cube is my favorite home, but it's to small for me, so I made a new home, slightly bigger.

 

I am new to all this, and his/her mod is free to use or change, so I just took his/her files for the teleport part, and renamed everything. I have double checked and triple checked, everything looks good. But when I go into game and use my item, it says "this item cannot be equipped".

 

I am so frustrated, its exactly the same, but his/hers works and mine doesn't. Here is the script, I need help. The one thing i was slightly unsure about, cell property should be the name of the cell right?

 

Scriptname dweadvkit_TeleportScript extends ObjectReference

ObjectReference Property dweadvkit_OutsideMarker Auto
ObjectReference Property dweadvkit_InsideMarker Auto
Cell Property AAAdwemeradvkit Auto

Event OnEquipped(Actor akActor)
if (akActor.GetParentCell() != AAAdwemeradvkit)
dweadvkit_OutsideMarker.MoveTo (akActor)
akActor.MoveTo (dweadvkit_InsideMarker)
else
akActor.Moveto (dweadvkit_OutsideMarker)
endif
EndEvent

Edited by Delekatala
Link to comment
Share on other sites

If you can't equip the item, OnEquipped will never fire. Did you change the item you equip to transport you to the house?

No, I literally took the current item and just renamed it and changed to the renamed script. How did they do this sorcery.

Link to comment
Share on other sites

Did you make sure the properties in the renamed script are filled properly?

I believe they are, but I am no expert on scripting. the script i s up there in the first post. How would I go about checking?

Edited by Delekatala
Link to comment
Share on other sites

 

Did you make sure the properties in the renamed script are filled properly?

I believe they are, but I am no expert on scripting. the script i s up there in the first post. How would I go about checking?

 

 

In the CK, navigate to the item which the script is attached to.

Right click on the script.

Select Edit Properties.

 

All three of the Property Names should have a little pencil w/ a plus sign next to it.

If not, click Auto-Fill All.

Link to comment
Share on other sites

 

 

Did you make sure the properties in the renamed script are filled properly?

I believe they are, but I am no expert on scripting. the script i s up there in the first post. How would I go about checking?

 

 

In the CK, navigate to the item which the script is attached to.

Right click on the script.

Select Edit Properties.

 

All three of the Property Names should have a little pencil w/ a plus sign next to it.

If not, click Auto-Fill All.

 

That was it! It works flawlessly now. I am so grateful, you have no idea.

Link to comment
Share on other sites

For the benefit of anyone reading this thread in the future, I just want to correct one thing:

 

If you can't equip the item, OnEquipped will never fire.

 

This is wrong. OnEquipped fires when you click on something in the inventory screen, regardless of whether or not it is actually equippable.

Link to comment
Share on other sites

For the benefit of anyone reading this thread in the future, I just want to correct one thing:

 

If you can't equip the item, OnEquipped will never fire.

 

This is wrong. OnEquipped fires when you click on something in the inventory screen, regardless of whether or not it is actually equippable.

 

Thanks for the correction. Appreciated.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...