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[LE] trophy base


afeq

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i'm trying to make a trophy base for my player house, but i want to be able to re build different trophies indefinitely.

is there a way to achieve this using the CK?

Edited by asmediv
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For a start you could pick an activator, change the model to that of the trophy base. Place all the trophies you want positioned on top of the base and set them to be disabled except for the first.

Then you would need a script using an OnActivate event to either cycle through the list disabling the current one and enabling the next. Or have a list you could pick from (I don't know how to script that but its do-able).

 

You could also, instead of having the base be an activator, use a nearby button to do the same thing. disable one creature and enable the next

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Hmm. Maybe add new crafting recipes to the taming racks. If you have a bear pelt you can make a bear trophy (a misc item that uses the bear trophy in miniature). Activate the pedestal with it in your possession and it is removed from your inventory and the bear trophy is enabled on the pedestal while any previous trophies on the pedestal are disabled and their misc versions added back to your inventory. That way at least you would need to go hunt the ingredients. Those misc items themselves might look cute lined up on a shelf.

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that idea sounds very cool.

i have some knowledege on the ck but i don't know the papyrus language, would this require the creation of new scripts?

I mean i get the idea, but i don't fully understand how could i implement this on the ck.

 

So, if i understood you correctly, the things that needs to be done in order to make this work will be the following

 

- create the recipes i want using the tanning rack object.

- place a trophybase in my house and remove the default script.

- create an activator an link it to a markerheading and put it above the trophy base.

 

and then wat.. :/

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Not quite. You should pick any activator like the burialcairn01, duplicate and rename the duplicate something like "tMy Mod Initials trophybase", then rclick your renamed activator and choose edit, then beside "Model" click the edit, then beside the "Model File Name" click edit again, then browse to steamapps \ common \ skyrim \ meshes \ _byoh \ architecture \ byohhouse \ trophy \ byohbyohmannequinbase and doubleclick on the mannequinbase to select that model, then click OK, OK again. Your activator now looks like a trophy stand. Save your mod at this point.

 

Now you need to edit it again to add a script. RClick, choose edit, in the scripts area choose add, and choose new and you can start writing the script you will need. It's going to start out something like

 

Event

OnActivate (ObjectReference aKActionRef)

If aKActionRef == PlayerREF

the rest of your conditions

do stuff like enable or disable your trophies

EndIf

EndEvent

 

The conditions might get complicated if you activate it without any crafted item in your possession or if you have more than 1, you might need to have it ask you to select which one you wanted

 

You won't need a markerheading. Just place all the models on top of the base how you want them to appear and edit them to be disabled at the start. It's a bit messy with objects on top of each other, just place one how you want it, then select it and click 1 twice to make it invisible in the CK, then place the next creature and make that one invisible after it's positioned and so on. Or you could position one, then write down it's coordinates and drag it aside, and position the next and drag it aside, ect. At the end edit them back to their proper coordinates on top of the stand.

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