KiwiHawkNZ Posted July 13, 2013 Share Posted July 13, 2013 Yes. You can use (or should be able to use) the conditions on the recipe to require an item to be in the player inventory before crafting is possible. I'm not sure of the exact settings to use, but I do know that it is possible. I could look into the CK (only thing Skyrim related I can run now) when I have more time (need to get some sleep at the moment). However, if someone else beats me to it that would be just ducky. :PThere is a GetitemCount but I believe that destroys the item, this would not be popular I don't think as they then have no mask for display racks. The easy fix is to put the circlet on the Priest with the mask that way they don't get it till they do the business. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 13, 2013 Share Posted July 13, 2013 GetItemCount should not destroy the item. That is a condition check. Condition checks do not destroy the item they are looking for. The items that get destroyed are the ones that are listed in the recipe list itself. You should be fine. At least you can try it and see. Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted July 14, 2013 Share Posted July 14, 2013 Kia ora IsharaMeradinThank you so much for your help, I'd hate to think I was wasting your time. I'm, after re-thinking this, wondering if it's not a little more lore friendly to just place the circlet on the priest with the mask, this give the player the choice I was after they have to earn the items and can have a display mask or wear it and wear a circlet if they prefer to have open faces. Your thoughts on that idea? (keeping in mind it's maybe not something that interest you at all) but crafting them is a little cheaty in a way Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 14, 2013 Share Posted July 14, 2013 Placing them on the priests themselves? I'd be concerned about potential mod conflicts where other mods might adjust their inventory etc... But if that doesn't bother you, then you can certainly try that. In the end it is up to you and those players of your mod whose opinions you care about. ========================================================================One possibility is to have a player alias script add the circlet item once they pick up the full priest mask. You can disable the item acquired message and put in your own message about a circlet separating from the mask or something... Sample code for just one set. Might be easiest to duplicate this script with different names and apply one for each priest mask to the player alias. Otherwise you have to duplicate & modify the armor & bool properties as well as the IF statement for each priest mask. Scriptname SomeScript Extends ReferenceAlias ;Priest Masks being checked for Armor Property PriestMask Auto ;Circlet to add when mask is picked up Armor Property PriestCirclet Auto ;bool to prevent duplicates bool GotIt ;reference to player Actor Property PlayerRef Auto Event OnInit() GotIt = False EndEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) If (akBaseItem == PriestMask) && (GotIt == False) PlayerRef.AddItem(PriestCirclet,1,true) Debug.Notification("Discovered a circlet when picking up the Priest's mask") GotIt = True EndIf EndEvent Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted July 14, 2013 Share Posted July 14, 2013 Kia ora Thank you so very much, that would be much neater and cleaner. Just to be very clear the "PriestMask" and "PriestCirclet" are the two parts I edit for each Circlet right ;Priest Masks being checked for Armor Property ArmorDragonPriestMaskUltraHelmet Auto ;Circlet to add when mask is picked up Armor Property KHDragonPriest_Konahrik_Circlet Auto For example, attached to Konahrik's Mask BTW I will be sure to add a credit line for your scriping,.. Bless your kindness Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 14, 2013 Share Posted July 14, 2013 (edited) Yes, that is what you would need to edit. Or if you are renaming the script and using one script per set on the player alias, you don't need to rename the variable just assign the property correctly on the alias form. EDIT. The script sample I wrote is not to be attached to the mask. It won't work that way. It is designed to be run on the player alias. If you need something that must run on the mask, then that could be done. But the concern then is again compatibility. IMHO it is always preferable to take some extra steps to ensure that you touch as little stock content as possible in order to minimize conflicts with other mods. Edited July 14, 2013 by IsharaMeradin Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted July 15, 2013 Share Posted July 15, 2013 Yes, that is what you would need to edit. Or if you are renaming the script and using one script per set on the player alias, you don't need to rename the variable just assign the property correctly on the alias form. EDIT. The script sample I wrote is not to be attached to the mask. It won't work that way. It is designed to be run on the player alias. If you need something that must run on the mask, then that could be done. But the concern then is again compatibility. IMHO it is always preferable to take some extra steps to ensure that you touch as little stock content as possible in order to minimize conflicts with other mods.Thank you for setting my straight Ok off to see if I can get a hand on the player alias and how to do that The Armor is named like: KHDragonBorn_Miraak_Circlet and they are all name in a similar format, The Priest is name in the Armor-addon eg:KHDragonBornMiraakCircletAA with KHDragonBornMiraakCircletArgonianAA and KHDragonBornMiraakCircletKhajiitAA for the beast files I'm guessing thats what you mean by set right Sorry if I seem so thick I just have no clue about scripting and am not sure which parts I need edit, I maybe will understand more after reading a bit on player alias setting up Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 15, 2013 Share Posted July 15, 2013 By set I meant the original mask & the accompanying circlet that you are adding. You never ever try to use an armor addon form as the armor. The armor selects the appropriate armor addon form based on the characters race. Excerpt from http://www.creationkit.com/Dynamically_Attaching_Scripts In the Object Window, navigate to Quest under the Character category. Create a new quest by right-clicking on the list and choosing 'New'. For this tutorial we will be naming the quest mymodQuest. Make sure that Start Game Enabled in the Quest Data tab is checked. Click on the Quest Alias tab, then right-click in the empty list and choose 'New Reference Alias'. We will name this alias PlayerAlias. In the Reference Alias window, under Fill Type, select the Specific Reference option and click the 'Select Forced Reference' button. Under Cell choose (any), and Ref should default to PlayerRef (Player). If not, select it from the dropdown menu. Link to comment Share on other sites More sharing options...
Wassabi000 Posted July 21, 2013 Share Posted July 21, 2013 I apologise if this has been asked before or is completely obvious, but is it possible to see all the changes a mod does ? something like a log or list of all modifications... Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 22, 2013 Share Posted July 22, 2013 You have two options. Option 1You can use the Creation Kit. -- Select the mod in the data files tab-- Press the Details button-- This allows you to see what records the mod has.-- Further loading into the Creation Kit will allow you to look at the specific records Option 2You can use TES5Edit-- Selecting a single mod and loading it in TES5Edit can allow you to see all the record changes and additions made within that mod alongside any required masters. While I normally stress the Creation kit where possible, in this particular scenario TES5Edit does prevail once you understand how to use it and read it. Do note that neither option can inform you of changes made within scripts, meshes, textures or other files accessed by the ESP records. There may be hints such as an added or removed property on a form's script section or a change in assigned mesh. Link to comment Share on other sites More sharing options...
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