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Tutorials WITHOUT "youtoob"


Allannaa

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Hello, I know this is again an old topic on this thread, but I am trying to create the bug jar displays, and I am unsure what parts of the claw script to edit/change to make it work for the jars, which may be painfully simple, but I figured it couldn't hurt to ask, since I am so new to this.

 

Thanks! :smile:

The script should work as is. Just assign the jar to the ClawToPlace property variable. Or you can change that variable name to something else throughout the script.

 

I've been trying to find, within this thread and online, how to do this because I simply do not know and apparently cannot find the answer on my own... I am unsure of what the 'ClawToPlace property variable' is, as well as how to assign the jar to it. This is the script-as is, in case it helps. I really do appreciate your help with this.

Scriptname DragonClawHolderScript extends ObjectReference


MiscObject Property ClawToPlace Auto
{The claw we want to place}
Bool Property isPlaced = false Auto Hidden
Message Property FailMessage auto
{The message to show if the player dont have the claw in their inventory}


Event OnActivate(ObjectReference akActivator)
if(isPlaced == FALSE) ; is the claw placed?
if akActivator.getItemCount(ClawToPlace) >= 1 ; Does the player have the claw?
isPlaced = TRUE
self.getLinkedRef().enable() ; Enable the Static Claw
(akActivator as actor).removeItem(ClawToPlace, 1) ; Remove the claw from the players inventory
else
FailMessage.show() ; If the player doesnt have the claw, show the Fail message.
endif
else
isPlaced = FALSE
self.getLinkedRef().disable() ; If the claw was already placed, disable the static claw
(akActivator as actor).addItem(ClawToPlace, 1) ; add the claw back.
endif
endEvent
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Are there any good written tutorials or troubleshooting articles in regards to using triggers/activators for custom containers? I'm having trouble figuring out exactly what I'm doing wrong that's causing them to simply not work. For that matter, I'm having just as much trouble finding any information online about using activators for anything other than magic effects or levers, etc. Any help pointing me in the right direction would be greatly appreciated! Just in case tho, I'll include the steps that I take to create the containers... my eyes are not as "tuned" as many are here on Nexus. lol! Keeping my fingers crossed that my "oopsie" is obvious enough to others even tho it's kept me oblivious to the cause:

 

1st) I created my "container" using static items (i.e.: soulgems in a common crate...all statics for sure)

2nd) I selected all the items that I meant to be included in this custom container and clicked on the "Trigger" button [T in the square] and selected "defaultblanktrigger" from the box --- I assigned it a unique ID

3rd) brought up the Trigger's Ref. Dialogue box and first went to tab --- "3D Data" to make sure that the annals were anything but "0" or "90" --- under "Primitive" Tab checked the flag for "Player Activation" --- lastly under "Scripts" I searched and selected "ActivateLinkedChestDummyScript" --- then clicked "OK"

4th) I located a satchel/barrel (I tried both for different "containers") and assigned them their unique/descriptive IDs once I dropped them into the render window. From there I double-clicked the container, emptied all the auto-contents and made sure that the respawn flag was unchecked.

5th) Then I returned to the trigger and double-clicked it, went to tab --- "Linked Refs" to create a "new" link and selected the container. Of course, clicking "OK" when done.

That is not how I would have made a custom container. I would have used NifSkope to merge the various mesh nodes into a single NIF. I would have then duplicated an actual container record in the Creation Kit and replaced the NIF with the one that I had made. Then placed the container wherever I wanted in the render window. Containers do not need trigger boxes or activators unless they are hidden and intend to be used with something like a bookshelf or mannequin.

 

That's what I sort'a wondered... I heard that containers could be created with activators, so wanted to give it a try... Thought I was messing something up but all my mashups that I've made in Nifskope to use as containers have worked just fine, so I think I'll stick with the method that I've seen works. Thank you for clearing that up!

However... Now that I think about it, I'm still stumped as to why my weapon plaque's markers are visible in-game until a weapon is placed on them; then it's all "POOF...normal weapon plaques". But once I remove the weapon, that bright white blob is back in action. Is this due to what I attempted with the activators? It doesn't happen with my bookshelves or mannequins - just the weapon plaques (and displays are showing their orange markers as well).

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Attach the script as-is to the object. Go to the properties window. You should see a property called ClawToPlace. Assign the appropriate jar there.

Got it! Thank you! I was having an issue with the activator not appearing in game, but I realized the z-rotation was set at 0 which is (apparently) a common bug, so I fixed it and now everything is perfect. T

 

Thanks!

Edited by ErvielSchmerviel97
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How to make Dragon Claw holders

Difficulty: Medium

It is assumed that the reader has basic knowledge of how the CK works.

 

Scriptname DragonClawHolderScript extends ObjectReference  

MiscObject Property ClawToPlace  Auto  
{The claw we want to place}
Bool Property isPlaced = false Auto Hidden
Message Property FailMessage auto
{The message to show if the player dont have the claw in their inventory}

Event OnActivate(ObjectReference akActivator)
	if(isPlaced == FALSE)  ; is the claw placed?
		if akActivator.getItemCount(ClawToPlace) >= 1 ; Does the player have the claw?
			isPlaced = TRUE
			self.getLinkedRef().enable() ; Enable the Static Claw
			(akActivator as actor).removeItem(ClawToPlace, 1) ; Remove the claw from the players inventory
		else
			FailMessage.show() ; If the player doesnt have the claw, show the Fail message.
		endif
	else
		isPlaced = FALSE  
		self.getLinkedRef().disable() ; If the claw was already placed, disable the static claw
		(akActivator as actor).addItem(ClawToPlace, 1) ; add the claw back.
	endif
endEvent

Hi Sjogga,

 

I just wanted to point this out if it hasn't been covered already that your script for placing claws can be modified slightly to use with placing any type of item to include the Daedric Artifacts. Here is a my script for weapons:

 

Scriptname DawnbreakerScriptNew extends ObjectReference
Weapon Property WeaponToPlace Auto
{The claw we want to place}
Bool Property isPlaced = false Auto Hidden
Message Property FailMessage auto
{The message to show if the player doesn't have the weapon in their inventory}
Event OnActivate(ObjectReference akActivator)
if(isPlaced == FALSE) ; is the weapon placed?
if akActivator.getItemCount(WeaponToPlace) >= 1 ; Does the player have the Weapon?
isPlaced = TRUE
self.getLinkedRef().enable() ; Enable the Static Weapon
(akActivator as actor).removeItem(WeaponToPlace, 1) ; Remove the weapon from the players inventory
else
FailMessage.show() ; If the player doesnt have the weapon, show the Fail message.
endif
else
isPlaced = FALSE
self.getLinkedRef().disable() ; If the weapon was already placed, disable the static claw
(akActivator as actor).addItem(WeaponToPlace, 1) ; add the weapon back.
endif
endEvent

 

 

 

 

 

 

Hope this helps anyone out there.

Thank you for this! I have a question though,

 

If I wanted to do the same thing except instead of place one of the weapons, place a piece of armor-would it be as simple as changing the word 'weapon' in the script to 'armor' (as well as the scriptname" or is it more complicated than that?

 

I am trying to modify the claw script to use it for activatable static versions of the wooden and dragonborn priest masks, since the vanilla altar does not have a spot for those. -If that helps-

 

Thank you!! :)

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How to make Dragon Claw holders
Difficulty: Medium
It is assumed that the reader has basic knowledge of how the CK works.

Scriptname DragonClawHolderScript extends ObjectReference  

MiscObject Property ClawToPlace  Auto  
{The claw we want to place}
Bool Property isPlaced = false Auto Hidden
Message Property FailMessage auto
{The message to show if the player dont have the claw in their inventory}

Event OnActivate(ObjectReference akActivator)
	if(isPlaced == FALSE)  ; is the claw placed?
		if akActivator.getItemCount(ClawToPlace) >= 1 ; Does the player have the claw?
			isPlaced = TRUE
			self.getLinkedRef().enable() ; Enable the Static Claw
			(akActivator as actor).removeItem(ClawToPlace, 1) ; Remove the claw from the players inventory
		else
			FailMessage.show() ; If the player doesnt have the claw, show the Fail message.
		endif
	else
		isPlaced = FALSE  
		self.getLinkedRef().disable() ; If the claw was already placed, disable the static claw
		(akActivator as actor).addItem(ClawToPlace, 1) ; add the claw back.
	endif
endEvent

Hi Sjogga,

 

I just wanted to point this out if it hasn't been covered already that your script for placing claws can be modified slightly to use with placing any type of item to include the Daedric Artifacts. Here is a my script for weapons:

 

Scriptname DawnbreakerScriptNew extends ObjectReference
Weapon Property WeaponToPlace Auto
{The claw we want to place}
Bool Property isPlaced = false Auto Hidden
Message Property FailMessage auto
{The message to show if the player doesn't have the weapon in their inventory}
Event OnActivate(ObjectReference akActivator)
if(isPlaced == FALSE) ; is the weapon placed?
if akActivator.getItemCount(WeaponToPlace) >= 1 ; Does the player have the Weapon?
isPlaced = TRUE
self.getLinkedRef().enable() ; Enable the Static Weapon
(akActivator as actor).removeItem(WeaponToPlace, 1) ; Remove the weapon from the players inventory
else
FailMessage.show() ; If the player doesnt have the weapon, show the Fail message.
endif
else
isPlaced = FALSE
self.getLinkedRef().disable() ; If the weapon was already placed, disable the static claw
(akActivator as actor).addItem(WeaponToPlace, 1) ; add the weapon back.
endif
endEvent

 

 

 

 

 

 

Hope this helps anyone out there.

Thank you for this! I have a question though,

 

If I wanted to do the same thing except instead of place one of the weapons, place a piece of armor-would it be as simple as changing the word 'weapon' in the script to 'armor' (as well as the scriptname" or is it more complicated than that?

 

I am trying to modify the claw script to use it for activatable static versions of the wooden and dragonborn priest masks, since the vanilla altar does not have a spot for those. -If that helps-

 

Thank you!! :smile:

 

 

Yes, you can change that single property to MiscObject, Weapon, Armor, Potion, Food, Ingredient, etc and be able to display that object provided you've created the static that gets displayed.

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Are there any good written tutorials or troubleshooting articles in regards to using triggers/activators for custom containers? I'm having trouble figuring out exactly what I'm doing wrong that's causing them to simply not work. For that matter, I'm having just as much trouble finding any information online about using activators for anything other than magic effects or levers, etc. Any help pointing me in the right direction would be greatly appreciated! Just in case tho, I'll include the steps that I take to create the containers... my eyes are not as "tuned" as many are here on Nexus. lol! Keeping my fingers crossed that my "oopsie" is obvious enough to others even tho it's kept me oblivious to the cause:

 

1st) I created my "container" using static items (i.e.: soulgems in a common crate...all statics for sure)

2nd) I selected all the items that I meant to be included in this custom container and clicked on the "Trigger" button [T in the square] and selected "defaultblanktrigger" from the box --- I assigned it a unique ID

3rd) brought up the Trigger's Ref. Dialogue box and first went to tab --- "3D Data" to make sure that the annals were anything but "0" or "90" --- under "Primitive" Tab checked the flag for "Player Activation" --- lastly under "Scripts" I searched and selected "ActivateLinkedChestDummyScript" --- then clicked "OK"

4th) I located a satchel/barrel (I tried both for different "containers") and assigned them their unique/descriptive IDs once I dropped them into the render window. From there I double-clicked the container, emptied all the auto-contents and made sure that the respawn flag was unchecked.

5th) Then I returned to the trigger and double-clicked it, went to tab --- "Linked Refs" to create a "new" link and selected the container. Of course, clicking "OK" when done.

That is not how I would have made a custom container. I would have used NifSkope to merge the various mesh nodes into a single NIF. I would have then duplicated an actual container record in the Creation Kit and replaced the NIF with the one that I had made. Then placed the container wherever I wanted in the render window. Containers do not need trigger boxes or activators unless they are hidden and intend to be used with something like a bookshelf or mannequin.

 

That's what I sort'a wondered... I heard that containers could be created with activators, so wanted to give it a try... Thought I was messing something up but all my mashups that I've made in Nifskope to use as containers have worked just fine, so I think I'll stick with the method that I've seen works. Thank you for clearing that up!

However... Now that I think about it, I'm still stumped as to why my weapon plaque's markers are visible in-game until a weapon is placed on them; then it's all "POOF...normal weapon plaques". But once I remove the weapon, that bright white blob is back in action. Is this due to what I attempted with the activators? It doesn't happen with my bookshelves or mannequins - just the weapon plaques (and displays are showing their orange markers as well).

 

 

I do not know to be honest. Have you checked to make sure that the textures are assigned correctly to the NIF file in use?

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  • 2 weeks later...

Hello,

 

I have been working on my mod for a while now, and it has come to my attention that it might all be for nothing. I started creating it for my personal use because I couldn't find anything that I liked of the same type. I play Skyrim on the PS4, so I was creating the mod specifically with that in mind, so I was being careful not to use external assets. However through researching something else I came across something that mentioned that added scripts are considered external assets.

 

Through creating various displays using the guides and wonderful help on this forum, I added a few (several actually) scripts into the game, to make them work, since that's what was needed.

 

Am I to understand that this means that the mod will not work on PS4, because these added scripts are considered external assets?

 

Is there any work around?

 

Thank you

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Hello,

 

I have been working on my mod for a while now, and it has come to my attention that it might all be for nothing. I started creating it for my personal use because I couldn't find anything that I liked of the same type. I play Skyrim on the PS4, so I was creating the mod specifically with that in mind, so I was being careful not to use external assets. However through researching something else I came across something that mentioned that added scripts are considered external assets.

 

Through creating various displays using the guides and wonderful help on this forum, I added a few (several actually) scripts into the game, to make them work, since that's what was needed.

 

Am I to understand that this means that the mod will not work on PS4, because these added scripts are considered external assets?

 

Is there any work around?

 

Thank you

Probably. I have never modded for either console. But the way I understand it, Xbox can have new assets added (i.e. textures, meshes, scripts, etc) but cannot have third party utilities such as SKSE or ENB. PS4 on the other hand is more strict from what I have read. If it is in the game already, you can tweak it or reuse it but nothing new can be added.

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Thank you for your response-

 

I kinda figured this was the case. I feel like I have seen mods on the ps4 with things that I have never seen in the game before, which makes me think its added in, but I don't know if the mod author was just able to work around the restrictions somehow...

 

Regardless I appreciate the help I've gotten on here and I hope I can continue on the mod in the future if Sony ever decides to allow external assets.

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