alexalexalex11314 Posted July 6, 2018 Share Posted July 6, 2018 (edited) Idea is to give more lockpicks to the player when he\she gets in jail. I tried to find a global var, a game setting, but worthless.I think the best way is to use papyrus, 'cause I didn't find any vars in CK.I don't know how to get the value of lockpicks when in jail except making a trigger and run a script on it.I can get the current value of player's lockpicks using if Game.GetPlayer().GetItemCount(lockpicks) ==1geme.getplayer().additem(lockpick, a number)but it requires a trigger in jail, and it is not a solution 'cause I don't want to change every location. I suppose there must be another way to solve this so please, help me out. Edited July 6, 2018 by alexalexalex11314 Link to comment Share on other sites More sharing options...
SeraphimKensai Posted July 8, 2018 Share Posted July 8, 2018 Not exactly adding extra lockpicks for you to keep when being arrested, but I have made a spell that summons a temporary lockpick if that interests you. Link to comment Share on other sites More sharing options...
alexalexalex11314 Posted July 9, 2018 Author Share Posted July 9, 2018 It does. Show me. Link to comment Share on other sites More sharing options...
SeraphimKensai Posted July 9, 2018 Share Posted July 9, 2018 I'm at work right now but I will upload something when I get home and toss the link in a reply. Link to comment Share on other sites More sharing options...
FrankFamily Posted July 9, 2018 Share Posted July 9, 2018 (edited) You don't need an actual trigger in each jail, the story manager has a jail node that triggers when you get into jail. Basically the process is:- make a quest- set it's start event to the one you want (jail in this case)- setup a story manager node (do remember to tick "shares event" to not mess up the trigger for other mods or vanilla quests.)- Add a stage to your quest with a fragment script like this: game.getplayer().additem(lockpick, 1) ;add lockpick Stop() ;so the quest can start again the next time we go to jailMore info on how to setup the story manager here:https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Story_Manager Edited July 9, 2018 by FrankFamily Link to comment Share on other sites More sharing options...
SeraphimKensai Posted July 9, 2018 Share Posted July 9, 2018 https://www.nexusmods.com/skyrimspecialedition/mods/18483/ Its made for Special Edition, but I imagine it could be used with Oldrim using all but the weapon/armor pieces that require my mesh files.There's actually 3 spells that affect locks, 2 that use magic to directly unlock or lock them, or 1 that summons a lockpick to use. Mind you my spells are attached to my whole current mod, so there's roughly 49 spells in total atm, but the whole thing is still a WIP. Link to comment Share on other sites More sharing options...
alexalexalex11314 Posted July 12, 2018 Author Share Posted July 12, 2018 Thanks FrankFamily, I'll try that. And thnx for the tutorial. Link to comment Share on other sites More sharing options...
alexalexalex11314 Posted October 3, 2018 Author Share Posted October 3, 2018 You don't need an actual trigger in each jail, the story manager has a jail node that triggers when you get into jail. Basically the process is:- make a quest- set it's start event to the one you want (jail in this case)- setup a story manager node (do remember to tick "shares event" to not mess up the trigger for other mods or vanilla quests.)- Add a stage to your quest with a fragment script like this: game.getplayer().additem(lockpick, 1) ;add lockpick Stop() ;so the quest can start again the next time we go to jailMore info on how to setup the story manager here:https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Story_Manager Papyrus compiler says variable lockpick is undefined. I don't know where I am suppose to define it. Should I create an aliase or what?If the var defines in that papyrus fragment box it gives an error so I suppose it works in another way. Link to comment Share on other sites More sharing options...
SeraphimKensai Posted October 3, 2018 Share Posted October 3, 2018 at the beginning of your script, make a miscitem property named lockpick and set it to auto. Then after you compile and save, update the lockpick property for the script, and you shouldn't have any undefined issues. Link to comment Share on other sites More sharing options...
alexalexalex11314 Posted October 5, 2018 Author Share Posted October 5, 2018 (edited) at the beginning of your script, make a miscitem property named lockpick and set it to auto. Then after you compile and save, update the lockpick property for the script, and you shouldn't have any undefined issues. Edited October 5, 2018 by alexalexalex11314 Link to comment Share on other sites More sharing options...
Recommended Posts