Zorkaz Posted June 9, 2020 Share Posted June 9, 2020 Is there a way to use items in scripts without the need to set them up via properties, but directly. E.g. "c_oil_scrap" "LanternOil" in a script that removes items from the player Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 9, 2020 Share Posted June 9, 2020 FO4 has GetFormFromFile which allows you to grab a form from a plugin and store it in a variable for manipulation or whatever. This is useful when wanting to use an item from a mod without making that mod a hard requirement. Unfortunately, I do not see GetModByName on the FO4 CK Wiki. That function provided by SKSE allows one to ensure that the target mod is present before running functions that require the presence of the mod. Helps to eliminate log spam. Thankfully the error produced by GetFormFromFile when the target plugin is not present is harmless just bloats the papyrus log. Link to comment Share on other sites More sharing options...
Zorkaz Posted June 9, 2020 Author Share Posted June 9, 2020 Thanks Link to comment Share on other sites More sharing options...
SKKmods Posted June 9, 2020 Share Posted June 9, 2020 The way to avoid error log spam for GetFormFromFile is simple with IsPluginInstalled If (Game.IsPluginInstalled("DLCNukaWorld.esm") == TRUE) Weapon ThisWeapon = Game.GetFormFromFile(0x00033b60, "DLCNukaWorld.esm") as Weapon ;Handmade pSKK_WULootWeapons.AddForm(ThisWeapon) EndIf Example: how to make mods aware of DLC assets without any dependency on DLCs. Link to comment Share on other sites More sharing options...
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