Mookeylama Posted November 7, 2012 Posted November 7, 2012 i had a clothes changer type mod that let u give some npcs outfits and u could access non-equipped stuff. but i'd like something where i could access their complete inventory. take their equipped armor or weapon and give them others. anything like that? thanks
KingsGambit Posted November 7, 2012 Posted November 7, 2012 You could consider creating a new spell along the lines of: Type: ScriptFire & ForgetTarget Actor There's a vanilla function that would suit this well. Create a new script along the lines of: Scriptname OpenTargetInventory extends activemagiceffect Event OnEffectStart(Actor Target, Actor Caster) Target.OpenInventory(True) EndEvent The page suggests however that the above may be no different than opening the pickpocket interface. Whether it behaves the same as pickpocketing (ie. percentage chance based on skill, consequences for getting caught, etc) is uncertain. There's also this function though I don't know exactly how it appears in-game. Syntax in the script would be: Event OnEffectStart(Actor Target, Actor Caster) Target.OpenGiftMenu(False, None, True, False) ; Set to taking all types of items, showing stolen items and not registering positive/negative favour. EndEvent Either way, casting your spell (may need tweaking, for example a projectile?) at an NPC would then open their inventory. Make sure it's marked with No Hit Effect, No Hit Event & Painless so the NPC doesn't register it as a hostile action. The first option might be no different than pickpocketing, I don't know what the "Gift Menu" looks like. Also, there are other potentially useful actor script functions, such as EquipItem, UnequipItem and UnequipAll. ObjectReference also offers AddItem, RemoveItem, RemoveAllItems. One thing that comes to mind though is that I don't know of a way to actually choose what the NPC will equip in-game, except using the EquipItem function via a spell script (though you need to configure this item(s) in the script properties, ahead of time), or maybe via console. Normally, their AI behaviour will have them equip the most powerful armour/weapon they carry, the most valuable jewelery, etc. For example, a follower will automatically equip steel armour over iron, dwarven over steel and daedric over dwarven. Presumably, if they have only one option available, they'll equip that. One could use the above functions in combination, for example, to remove all the target's current items, give them a set of elven armour and force them to equip it, all in one spell. You could also write a simple txt file and run it with bat xyz with the in-game console. This post covers it.
KingsGambit Posted November 7, 2012 Posted November 7, 2012 One thought just occured as I posted the above. It may be possible via script to "Get" all the items in a target's current inventory into the script dynamically. One could cast the targeted spell, the script reads in the items in the inventory one-by-one and for each item (of type armour/clothing?), a box could pop up with the player options "Equip" or "Next Item". Hitting equip would run Target.EquipItem(ChosenItem) and bring up the next one. I can't think of an appropriate function just now for that. A last approach could be, if for example you only need a given number of pre-selected options with which to equip the target, you could use message boxes with Options 1, 2 and 3 to select a cuirass/clothing, boots, gloves, helm/headgear, etc. Along the lines of "Which cuirass to equip? 1. Daedric 2. Glass, 3. Tavern Clothes" and the script can evaluate along the lines of "if (returnedvalue = 1) then equip daedric", etc.
Mookeylama Posted November 9, 2012 Author Posted November 9, 2012 thank you much for that info! seems very thorough. but i'm an old guy and really awful at techie stuff. about all i can do to just use a mod lol. was hoping there might be something like that already. i know there were a few for Fallout
slainia Posted November 9, 2012 Posted November 9, 2012 Um. Amazing follower tweaks will let you control follower inventory to some extent. At least, for weapons and armor I believe. Only thing is it requires them being followers. Would that help?
ArtMurder Posted November 9, 2012 Posted November 9, 2012 On 11/9/2012 at 5:29 PM, slainia said: Um. Amazing follower tweaks will let you control follower inventory to some extent. At least, for weapons and armor I believe. Only thing is it requires them being followers. Would that help?That mod has corrupted my save files on a number of occasions, I'd be weary about using it.
slainia Posted November 10, 2012 Posted November 10, 2012 tbh l think any of the mods that deal with followers can do that. it's simply part of the nature of the beast, so to speak. l've had less trouble with AFT than l did UFO, that's for sure. (was easier to set up, too.) l DID have an issue with my last character bugging out during the 1.8 transition, but l've started a new character and so far things're fine.
Mookeylama Posted November 10, 2012 Author Posted November 10, 2012 but i don't want to open follower inventories. any follower mod or even vanilla lets u do that. i want to open ANY npcs inventory. there were mods like this for fallout. Sharing and Caring, Mind control ect. i'd like it because i have a mod that gives some variety to NPCs, but sometimes there's some unwanted results, like old ladies in skimpy outfits and young skin. so if i see something like that i'd like to just change out there stuff. it's easily don'e w/ console, but i play w/ 360 controller.there's this mod, but doesn't get equipped itemshttp://skyrim.nexusmods.com/mods/11662
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