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Broken Mod - Needs Script - Temporarily Disabled :/


MootsMods

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Here's the Mod: http://skyrim.nexusmods.com/mods/28178/?tab=4&navtag=%2Fajax%2Fcomments%2F%3Fthread_id%3D855045%26mod_id%3D28178

 

The mod removes any and all items from the game via the player dropping their items in to it.

It was working fine, but now I am having trouble with the script. I borrowed the script from: http://skyrim.nexusmods.com/mods/9513. I have tried several times contacting this member who made the mod and have not received a response from him.

 

I am in need of a good script writer.

 

Description:

I need a script that allow the user to permanently remove items from the game by dropping them in a trash can. I also would like to have added effects. Such as paying the player based on weight and material of goods being thrown away. The idea of the mod was to help with what I call "save clutter" and reduce the amount of unwanted and unused player inventory items. I suppose the player could literally drop every item they don't want on to the ground and select and type console code (markfordelete) on each item. But that would be beyond tedious!

 

Please if you have any skill with scripting and believe that you could perform the duties requested within a short time frame I would very much appreciate it and so too the Nexus Community. The mod will be in limbo until the problem is resolved.

 

Thanks for taking the time to read this. Post your replies here please.

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Another member of the community commented on his work before you stating why there is possibly an issue to begin with.

 

*sigh* post up the code and we'll see. But please stop using these ridiculous fonts/colors :blink: in a way it kind of makes me want to help you less.

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Don't know why community members should get upset over a bit of text color and formating.....

 

At any rate, I did take a look at both your mod and the original mod.

 

-----------------------------------------------------------------------------

I tested the original mod idea with my own bag of holding mod.

 

Results:

I add an item, I get the gold value.

I take an item out, the gold value is taken away.

 

I did do one change from the original. I moved the math from inside the AddItem command and into its own variable as in:

				Int value = (akBaseItem.GetGoldValue() * aiItemCount)
			akSourceContainer.AddItem(Gold001, value, True)

I'm not sure what that other person in the original mod thread was talking about as it seems to do what is expected.

 

As far as your mod goes, there are no scripts included in the download. The lack of necessary scripts would be a certain cause for the failure of the mod to function.

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meh the different colors and fonts kind of just bothers me. Dunno why. Just being honest. Anyways, if there is a lack of scripts you intended to be in your mod, double check your BSA and look for the PEX files. It doesnt matter if you have the .psc's if the .pex is not there for you.
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Thanks Ishara for your input.

 

And Korodic, this is the first time I edited fonts in a thread... At any rate, what does it matter?

 

To Korodic and Vector;

 

- I'd appreciate a positive response to my thread. If you don't want to help that's ok, but don't post it. Just don't post anything at all. Please stick to the context.. I don't see the need for it as it is only mucking up my thread.

 

And I do now realize that the script is not associated with the file. Not sure how I managed to forget about it? But I think I am going to start the mod over from scratch. I will apply Ishara's changes to the script and hopefully that helps!

 

Thanks again, Cheers ;)

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How to make BSAs

Option #1 from inside the Creation Kit

http://www.creationkit.com/File_Menu#Create_Archive

Option #2 from using Archive.exe an external Creation Kit program

http://www.creationkit.com/Archive.exe

 

To extract the contents of a BSA

Option #1 use BSAopt

http://skyrim.nexusmods.com/mods/247

Option #2 use one of the other programs found in the Utilities section of the file downloads

http://skyrim.nexusmods.com/mods/searchresults/?cat=39

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This is really confusing.. my "bagoftrash" bsa and data files are missing the scripts?? When setting the plugin as the active file in CK I then open "BagoftrashCont" and when checking the script I am getting an error that says the script cannot be found? But how can this be? I did not make any changes to the original plugin, so how could it magically lose some of it's files? I am using the original downloaded .rar file. I have tried unzipping and using the files but still no luck.

 

Anyway one of you could just copy/paste the code in ur bagoftrashcontainerscript file here?

 

I am thinking CK is very buggy :/

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Your download of YOUR trash can mod has no scripts. You are talking about the BSA of the original mod which does have scripts. However you can't just use files from another mod's BSA.

 

A BSA file gets loaded when there is an active ESP or ESM of the same name. There is an INI setting that can be used to cause a different BSA to be loaded BUT it would require users to edit their INI file.

 

You would be better off writing your own script or asking for help to write a script rather than trying to utilize someone else's script that wasn't exactly designed to do what you want. Trying to use someone else's script without their express permission is pretty much the same as using an armor mesh without an author's permission.

 

 

Anyway...

 

What follows is an untested script which should allow

  • items to be placed into a container
  • the player get the gold value
  • the player to remove items and lose the gold value
  • the items to be permanently removed at a later time

 

Scriptname SomeName extends ObjectReference

MiscObject Property Gold0001 auto

Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
;when an item is added create gold out of nowhere and give it to the source container
Int value = (akBaseItem.GetGoldValue() * aiItemCount)
akSourceContainer.AddItem(Gold001, value, True)
EndEvent

Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
Int value = (akBaseItem.GetGoldValue() * aiItemCount)
If akDestContainer.GetItemCount(Gold0001) >= value
	;if there is enough gold on destination container take the gold
	akDestContainer.RemoveItem(Gold001, value, True)
ElseIf !(akDestContainer.GetItemCount(Gold0001) >= value)
	;if there is not enough gold on destination container take the item back
	akDestContainer.RemoveItem(akBaseItem, aiItemCount, True)
EndIf
EndEvent

Event OnCellAttach()
;remove all items each time the cell is attached.  OnCellAttach() is more reliable than OnCellLoad()
Self.RemoveAllItems()
EndEvent

 

See if that compiles, if it does apply it to one container and test it in game. If it works as intended then add it to all the other containers that you wish.

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