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[LE] Scripting help for specific items and unique stands


MelissaS52

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Greenston please verify that you have a copy of the script before i start erasing all my posts, i wouldn't want to leave you hanging.


I've decided to stop providing assistance anymore, share knowledge and know how, and keep spending my limited and precious free time.


This is the last post i'll ever make again... at least with this account.

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I've copied all the scripts, both yours and NexusComa's.

 

It's really a shame to see you go, I'd reckon you would have answered a lot questions of mine regarding my Creation Kit journey in the future. :)

 

Thanks again for the help, I really appreciate it.

 

KR

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So I've got another question.

 

In the script that Maxarturo provided I get a message in the top left corner whenever Miraak's mask is removed or added back into the inventory.

With the original script provided on the first page of this topic, I don't get that kind of message.

 

For the sake of consistency I'd love to add that functionality to the ones without it too.

 

Can Anyone help me with that?

 

Thanks

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  On 10/26/2019 at 8:31 PM, Greenston said:

So I've got another question.

 

In the script that Maxarturo provided I get a message in the top left corner whenever Miraak's mask is removed or added back into the inventory.

With the original script provided on the first page of this topic, I don't get that kind of message.

 

For the sake of consistency I'd love to add that functionality to the ones without it too.

 

Can Anyone help me with that?

 

Thanks

The abSilent parameter of the RemoveItem function has a default value of false and as a result displays a notification message of the item being moved. If this parameter is given a value of true, the message is supressed. The same is true for the AddItem function.

 

Example from the code on the first page:

akActivator.RemoveItem(myObject,1,true,myHiddenContainer) ;put in container

akActivator is the container / inventory to remove the item from

myObject is the object being moved (akItemToRemove parameter)

1 is the quantity (aiCount parameter)

true is the message suppression status (abSilent parameter)

myHiddenContainer is the destination container / inventory (akOtherContainer parameter)

 

FYI

If the default value of a parameter will be used that parameter can be skipped. But when skipping parameters the following parameters need to be explicitly defined. See the following:

SomeContainer.RemoveItem(SomeObject, abSilent = true)
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  • 1 year later...

Hi there, so for the script for placing an object (the first one from Ishara) do i need to place the ID's in between the parenthesis for it to work? ive never really scripted before. Perhaps an example, like for Ysgramor's axe?

Edited by wilwhitt56
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@ wilwhitt56


- You need to press the 'Property' button and select / find from the 'drop down' menu the corresponding item that it will be removed from the player.

- The static version of it, you click "Select Reference From Render Window" and select with your mouse the "Initialy Disabled" static.


IsharaMeradin script will not work for what you want because it's for "MISC" items, you need the corresponding script for a weapon.


For Armors:

  Reveal hidden contents



For Books:

  Reveal hidden contents



For Misc:

  Reveal hidden contents



For SoulGems / Azura Star:

  Reveal hidden contents



For Weapons:

  Reveal hidden contents



Have a happy modding.

Edited by maxarturo
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  On 1/16/2021 at 8:26 PM, maxarturo said:

 

@ wilwhitt56
- You need to press the 'Property' button and select / find from the 'drop down' menu the corresponding item that it will be removed from the player.
- The static version of it, you click "Select Reference From Render Window" and select with your mouse the "Initialy Disabled" static.
IsharaMeradin script will not work for what you want because it's for "MISC" items, you need the corresponding script for a weapon.
For Armors:
  Reveal hidden contents

For Books:
  Reveal hidden contents

For Misc:
  Reveal hidden contents

For SoulGems / Azura Star:
  Reveal hidden contents

For Weapons:
  Reveal hidden contents

Have a happy modding.

 

Thank you for answering, but it didn't answer my question about the parenthesis, do i put the name between them and if so, is it the ID?

Edited by wilwhitt56
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"Thank you for answering, but it didn't answer my question about the parentheses, do i put the name between them and if so, is it the ID?"

I've already answered you:

* After you've created your "NEW" script.

- You need to press the 'Property' button and select / find from the 'drop down' menu the corresponding item that it will be removed from the player.

YOU DO NOT EDIT / ADD ANYTHING TO THE SCRIPT.


- The static version of it, you click "Select Reference From Render Window" and select with your mouse the "Initialy Disabled" static.

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A problem I just discovered in my mod. Because I needed the cell to reset for certain items to work I found that the displays that had items displayed after the cell reset, though the static item was still displayed I could no longer remove it. It said "you don't have tjhis item". If I used player.additem to get the item I could add it to the display again and it would be removeable again.

 

The fix needed is to set your activator to be non-resetable like the chests you don't want to respawn.

 

No one had mentioned this when I was trying to make custom displays and I was usually in and out of my cell often enough that it didn't reset itself so I didn't see the problem until I needed to use the masks to get the last mask since it LOOKED like it was supposed to.

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