IsharaMeradin Posted August 30, 2012 Posted August 30, 2012 I have this mod which had an optional plugin which assigned scripts to each of the default crafting stations. I didn't think anything of it till someone asked about the proper uninstall procedure. If the plugin was uninstalled and the scripts removed the crafting stations would cease to function. Even trying to make a dummy plugin with the scripts removed did not help, the scripts were stored in the save and nothing was flushing them out. I really liked the ability that that plugin provided but I can't justify forcing others to hang onto those scripts just to keep their current game going should they choose to uninstall. Does anyone know a way to work around this? Is it possible to maybe use a hot key to auto-retrieve items from a container based on a form list rather than activating some other object? Obviously duplicating crafting stations is out of the question.
steve40 Posted August 31, 2012 Posted August 31, 2012 (edited) You could try dynamically attaching your script to the crafting stations near the player. Edited August 31, 2012 by steve40
IsharaMeradin Posted August 31, 2012 Author Posted August 31, 2012 I was looking at that earlier, but never got around to trying anything. quests are still foreign to me. So I worked on something easier... getting a mannequin to look like my character without using the console :P
IsharaMeradin Posted August 31, 2012 Author Posted August 31, 2012 well that bites... I can't 'do' the quest stuff to dynamically assign scripts because the reference alias window extends beyond the size of my monitor. I've got 1440x900 resolution, max the screen can handle -.- Any ideas on how to shrink the window? The cursor doesn't change to a re-size arrow when at the edges...
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