Tasheni Posted February 2, 2019 Share Posted February 2, 2019 Is it possible to make an activator of an equipped armor? I can only make activators of every static object, but that way is not possible for armor. Is there a workaround to achieve this? Your help is much appreciated. Link to comment Share on other sites More sharing options...
maxarturo Posted February 2, 2019 Share Posted February 2, 2019 (edited) You need to attach a script to it that on equip will run. About a year ago i made a script that when the npc wears the armor, it will slowly drain his health, and on death it will activate certain doors and other activators. The script had an on death activate link ref > this was linked to an xMarker activator with a default trap lever script > and the xMarker activator to all the doors and activators. (I never actually used it in the mod i was working) If i find it i'll post it, althought i think a much more expirienced scripter than me would be more appropriate for what you are aiming to achive. Edited February 3, 2019 by maxarturo Link to comment Share on other sites More sharing options...
Tasheni Posted February 3, 2019 Author Share Posted February 3, 2019 Thanks for your answer, but that's not, what I want. I want to have the armor - or outfit - clickable, when it's worn, and if you click it, a script runs and does something. Link to comment Share on other sites More sharing options...
maxarturo Posted February 3, 2019 Share Posted February 3, 2019 I don't quite get it... "I want to have the armor - or outfit - clickable, when it's worn" So... it will only work in 3rd person view and when worn will appear an "activate armor" message (which it will always going to be in your screen since you can't set the 3rd person camera out of the actor focus), i don't know if i've understand correctly... Link to comment Share on other sites More sharing options...
Tasheni Posted February 3, 2019 Author Share Posted February 3, 2019 3rd person is pretty nice, as it's only used on animals and not on the player.. I guess, there's no way to do it, I will think about another solution. Thanks for replying. Link to comment Share on other sites More sharing options...
dotVB Posted February 6, 2019 Share Posted February 6, 2019 What do you want the activator to do specifically? You want something to happen when you equip the armor, right? You can attach a script containing the OnEquipped() function to an armor piece and have it activate, when equipped, your custom activator(s). PM me if any questions. Link to comment Share on other sites More sharing options...
foamyesque Posted February 7, 2019 Share Posted February 7, 2019 It sounds to me like the OP wants the armour to have some sort of activateable ability, like an at-will power, that you can only use whilst the armour is equipped. Link to comment Share on other sites More sharing options...
Tasheni Posted February 7, 2019 Author Share Posted February 7, 2019 Thanks a lot for replying. I want a piece of armor work as an activator, if it's equipped. The activator should display a text "click me" and behind that simply run the script to open inventory. For example you have a packmule. The bags of it are attached as outfit. The mule has the keyword ActorTypeHorse and can be ridden. I could use BlockActivation for reach the inventory, but then it's not compatible anymore to Convenient or Immersive Horses. So it would be great, if I would simply need to click on that piece of bag to open the inventory.I apologize if I was not clear enough - I guess it was not that clear in my head :) Link to comment Share on other sites More sharing options...
IsharaMeradin Posted February 7, 2019 Share Posted February 7, 2019 (edited) A solution (may not be the best one) that requires SKSEYou will need to register for a given key press.Set up code to that listens for that key press.When the key is pressed if and only if the current cross hair target is your packmule then open the inventory. Here is an example. Adjust as necessary. GlobalVariable Property SomeVar Auto Actor Property MyMule Auto ObjectReference Ref = None Event OnKeyDown(Int KeyCode) If KeyCode == SomeVar.GetValue() Ref = Game.GetCurrentCrosshairRef() If Ref != None If Ref as Actor If (Ref as Actor) == MyMule ;do stuff EndIf EndIf EndIf EndIf EndEvent You can even take it further and include additional statement checks to ensure that the crosshair target does have the required item before proceeding. EDIT: Slight tweak to code. Edited February 7, 2019 by IsharaMeradin Link to comment Share on other sites More sharing options...
Tasheni Posted February 7, 2019 Author Share Posted February 7, 2019 Thank you, Ishara, that looks promising. I will try that out and report back. Link to comment Share on other sites More sharing options...
Recommended Posts