Martimius Posted June 16, 2020 Author Share Posted June 16, 2020 It seems to work, finally! 100% of the time. Thanks for all your help! How could I add a condition for it to only run on locked containers though? It even runs when I lock pick a door to a new cell. Tried looking up possible papyrus conditions but I haven’t found a result so far. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 16, 2020 Share Posted June 16, 2020 With SKSE use GetType to weed out the targeted object.Basically, it would be something like:If (Ref.GetBaseObject().GetType() == 28) ; where Ref is the object reference of the locked object in question. Link to comment Share on other sites More sharing options...
dylbill Posted June 16, 2020 Share Posted June 16, 2020 (edited) Glad it's working! GetType will work, but you could check by casting as Container also. Like so: Scene property SDA_LockpickingScene Auto Event OnInit() RegisterForMenu("Lockpicking Menu") EndEvent Event OnMenuClose(String menuName) ObjectReference LockRef = Game.GetCurrentCrosshairRef() If (LockRef.IsLocked() == false) && (LockRef.GetBaseObject() As Container) Utility.Wait(1) Debug.Notification("Lock Picked") SDA_LockpickingScene.Start() EndIf EndEvent Edited June 16, 2020 by dylbill Link to comment Share on other sites More sharing options...
Martimius Posted June 17, 2020 Author Share Posted June 17, 2020 It WORKS PERFECTLY. THANKS!!!! :laugh: Link to comment Share on other sites More sharing options...
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