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Follower/NPC equipping items


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I have been trying to find how authors of outfit changing mods forced NPcs to keep their outifts on and not swap for 'better' items. The only way I can see from examining their scripts, is to remove all other items at the same time so that there is no other item to equip!

However some of these mods involve skse dlls which are beyond my comprehension and others are v. complicated.

So thought I'd ask here if anyone has experience of this.

My other idea was to use the third parameter of EquipItemEx() - https://www.creationkit.com/index.php?title=EquipItemEx_-_Actor

which caims to prevent unequipping, it certainly does in inventory menu mode! Whether that also means preventing the game engine form unequipping I haven't determined yet.

 

If any reader has any suggestions I would be most grateful.

 

 

diziet

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I had an issue with one of my 'Deployable Droids', that it could equip any other bow that the player could add to its inventory, the droid also serves as mule.


I resolved this with this simple lines:



EVENT OnLoad()
Self.EquipItem(MyWeapon, True)
ENDEVENT

EVENT OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
If ( !akBaseObject as Weapon == MyWeapon )
Self.EquipItem(MyWeapon, True)
EndIf
ENDEVENT



You can examine my posted topic for some others alternatives given by some other expirienced modders.



Have a pleseant day.

Edited by maxarturo
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