jimmytrouser Posted May 15, 2012 Share Posted May 15, 2012 Hi all, I am making a mod that adds more food and I need some help with the menu. The new food shows up in the food menu when activating a cooking object, which is fine. But I wanted to add more food and put them in separate categories: Normal; Supreme; Elven; Nord etc. I have no idea how to do this as I cannot find the script that is connected to the cooking object. Can anyone help or point me in the right direction please? Having to keep the food in one menu is a nightmare; the smithing script seems to differentiate between say, steel; daedric; glass; etc so how can I make the cooking menu the same. Many thanks Jimmytrouser Link to comment Share on other sites More sharing options...
steve40 Posted May 16, 2012 Share Posted May 16, 2012 (edited) The armor and weapons materials types are hardcoded into the game. I tried to add new categories to the smithing script but then discovered that the keyword properties are passed via the master code, so I couldn't add any new ones. The cooking system is probably just as inflexible. What you could possibly do is create a custom scripted cooking pot for your new food. You could use a cooking pot furniture BUT you would have to disable the vanilla cooking system (remove the cooking-related keywords, etc). You could have a script on the pot that checks for OnActivate. You could then display a custom menu using the Message forms. You can define up to 9 buttons this way. Each button could simply show another Message form as a sub menu with 9 more options, and so on, so you could have your own custom menu system that way. You would have to script the entire cooking process though: the removal of the ingredients from the player (checking their inventory first), play the cooking idle animation, and then add the cooked food to their inventory. That's the only way I can think of atm to bypass the vanilla cooking menu. Edited May 16, 2012 by steve40 Link to comment Share on other sites More sharing options...
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