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[LE] Help with equiping an item on an actor when another item is taken from their inventory


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I'm very new to modding and I'm having trouble with something quite simple.

 

Legacy of the Dragonborn adds skulls for each of the dark brotherhood contracts and I'm trying to make a mod that would cause taking those skulls to cause a decapitation effect.

 

I'm probably doing this wrong and even if it worked it'd apply in cases it shouldn't (like taking the skull from a chest), but I'd like it to at least do something.

 

Here's the script as it is.

Scriptname DBMSkullDecapitate extends ObjectReference  

Armor Property DecapitatedHead  Auto  

Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
	(akSourceContainer as actor).AddItem(DecapitatedHead, 1)
	(akSourceContainer as actor).EquipItem(DecapitatedHead)
endEvent
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This thread may be of help if you have not seen it yet. https://forums.nexusmods.com/index.php?/topic/1605388-head-collector-mod/

And this thread may also be of use as to what slots need to be utilized on the customized neck gore item. https://forums.nexusmods.com/index.php?/topic/5702932-decapitated-dead-npc/

 

Been down this road before, what you want to do should be doable.

 

What you'll need is when the player picks up the collectible item is a script that equips a customized neck gore item on the NPC. In the linked thread, I put the script on the head object itself. It could be done on a player alias too. If done on a player alias, please use an inventory event filter so that it does not process the OnItemAdded event when not needed.

 

You'll also need a customized neck gore item. You can take the existing combined neck / head gore piece and remove the mesh node for the head part, then in the customized armor and armor addon records include all of the head slots in addition to the neck gore slot which should be on the NIF file as well.

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