jiffyadvent Posted February 26, 2013 Share Posted February 26, 2013 Greetings, I've been tinkering with the main quest script of Random Alternate Start by syclonix. I've got really little knowledge and skills when in comes to scripting in the Creation Kit, but the idea was to modify the different items and equipment the mod RAS gave you with each different starting kits to get and call items from two other mods - Immersive Armors and Immersive Weapons.All I did was modify and remove the default equipment the different kits gave you by first (following the format of the script)Adding the property of objects to be used: ; Enchanted Necklaces Armor Property EnchNecklaceTwoHanded02 Auto Armor Property EnchNecklaceSpeechcraft04 Auto Armor Property EnchNecklaceAlchemy03 Auto Armor Property EnchNecklaceTwoHanded06 Auto Armor Property EnchNecklaceMagicka06 Auto Armor Property EnchNecklaceMagicka04 Auto Armor Property EnchNecklaceOneHanded06 Auto Armor Property EnchNecklaceSpeechcraft02 Auto Armor Property EnchNecklaceSpeechcraft06 Auto Armor Property EnchNecklaceOneHanded03 Auto ; Enchanted Rings Armor Property EnchRingMarksman06 Auto Armor Property EnchRingHealth05 Auto Armor Property EnchRingHeavyArmor06 Auto Armor Property EnchRingLightArmor04 Auto Armor Property EnchRingOneHanded06 Auto FROM the immersive weapons and armors mod ; Immersive Armors Armor Property ApotheusBoots Auto Armor Property ApotheusGloves Auto Armor Property ApotheusCuirass Auto Armor Property ApotheusScarf Auto Armor Property ApotheusHood Auto Armor Property ArmorBarbarianCuirass Auto Armor Property ArmorBarbarianBoots Auto Armor Property ArmorBarbarianGauntlets Auto Armor Property ArmorBarbarianHelmet Auto Armor Property ArmorPlatedMagiorderCuirass1 Auto Armor Property PlatedMagiPlateBootsorder1 Auto Armor Property PlatedMagiGauntletsOrder1 Auto Armor Property PlatedMagiPlateOrderHelmet1 Auto ; Immersive Weapons Ammo Property aSushiyantAriyanKiyanArrow Auto Ammo Property AlexExoticArrow Auto Ammo Property SvartboughArrow Auto Weapon Property I5KURWArmingSword Auto Weapon Property SvartboughBow Auto Weapon Property NS_2steelspear Auto Weapon Property HBBElvenHawkBow Auto Weapon Property I5KBarbarianGreatAxeDUPLICATE001 Auto Weapon Property NobleClaymore Auto Weapon Property NobleSword Auto Weapon Property I5KURWRidersBlade2H Auto ^ that is an example of the objectIDs that I used below to add the items by replacing the existing chargen items, example below: ;## No Class ## If iClass == 0 ; No Class Items PlayerREF.AddItem(ClothesPrisonerTunic, 1, True) PlayerREF.AddItem(ClothesPrisonerShoes, 1, True) PlayerREF.EquipItem(ClothesPrisonerTunic, abSilent = True) PlayerREF.EquipItem(ClothesPrisonerShoes, abSilent = True) ;## Archer ## ElseIf iClass == 1 ; Archer Weapons PlayerREF.AddItem(I5KURWArmingSword, 1, True) PlayerREF.AddItem(SvartboughBow, 1, True) PlayerREF.AddItem(SvartboughArrow, RandomInt(50, 90), True) PlayerREF.EquipItem(SvartboughBow, abSilent = True) PlayerREF.EquipItem(SvartboughArrow, abSilent = True) The script compiles fine and I get no errors whatsoever. The problem is they do not show up in game right after chargen and you pop out a random spot when they should. My PC has nothing equipped that I have defiened from the mods IA and IW, even vanilla objects such as enchanted necklaces etc.. except the universal items at the bottom of the script you can see for yourself to anyone willing to help.I've even tried copying the records of armors and weapons from immersive weapons and armor into the "Random Alternate Start.esp" but still no items show up. Note: I cannot upload or attach thesource file for RAS by syclonix so you will have to look at it your selfby downloading the mod, syclonix included it. I am also doing this forpersonal purposes. Thanks. :) Link to comment Share on other sites More sharing options...
elseagoat Posted February 26, 2013 Share Posted February 26, 2013 Greetings, I've been tinkering with the main quest script of Random Alternate Start by syclonix. I've got really little knowledge and skills when in comes to scripting in the Creation Kit, but the idea was to modify the different items and equipment the mod RAS gave you with each different starting kits to get and call items from two other mods - Immersive Armors and Immersive Weapons. All I did was modify and remove the default equipment the different kits gave you by first (following the format of the script) Adding the property of objects to be used: ; Enchanted Necklaces Armor Property EnchNecklaceTwoHanded02 Auto Armor Property EnchNecklaceSpeechcraft04 Auto Armor Property EnchNecklaceAlchemy03 Auto Armor Property EnchNecklaceTwoHanded06 Auto Armor Property EnchNecklaceMagicka06 Auto Armor Property EnchNecklaceMagicka04 Auto Armor Property EnchNecklaceOneHanded06 Auto Armor Property EnchNecklaceSpeechcraft02 Auto Armor Property EnchNecklaceSpeechcraft06 Auto Armor Property EnchNecklaceOneHanded03 Auto ; Enchanted Rings Armor Property EnchRingMarksman06 Auto Armor Property EnchRingHealth05 Auto Armor Property EnchRingHeavyArmor06 Auto Armor Property EnchRingLightArmor04 Auto Armor Property EnchRingOneHanded06 Auto FROM the immersive weapons and armors mod ; Immersive Armors Armor Property ApotheusBoots Auto Armor Property ApotheusGloves Auto Armor Property ApotheusCuirass Auto Armor Property ApotheusScarf Auto Armor Property ApotheusHood Auto Armor Property ArmorBarbarianCuirass Auto Armor Property ArmorBarbarianBoots Auto Armor Property ArmorBarbarianGauntlets Auto Armor Property ArmorBarbarianHelmet Auto Armor Property ArmorPlatedMagiorderCuirass1 Auto Armor Property PlatedMagiPlateBootsorder1 Auto Armor Property PlatedMagiGauntletsOrder1 Auto Armor Property PlatedMagiPlateOrderHelmet1 Auto ; Immersive Weapons Ammo Property aSushiyantAriyanKiyanArrow Auto Ammo Property AlexExoticArrow Auto Ammo Property SvartboughArrow Auto Weapon Property I5KURWArmingSword Auto Weapon Property SvartboughBow Auto Weapon Property NS_2steelspear Auto Weapon Property HBBElvenHawkBow Auto Weapon Property I5KBarbarianGreatAxeDUPLICATE001 Auto Weapon Property NobleClaymore Auto Weapon Property NobleSword Auto Weapon Property I5KURWRidersBlade2H Auto ^ that is an example of the objectIDs that I used below to add the items by replacing the existing chargen items, example below: ;## No Class ## If iClass == 0 ; No Class Items PlayerREF.AddItem(ClothesPrisonerTunic, 1, True) PlayerREF.AddItem(ClothesPrisonerShoes, 1, True) PlayerREF.EquipItem(ClothesPrisonerTunic, abSilent = True) PlayerREF.EquipItem(ClothesPrisonerShoes, abSilent = True) ;## Archer ## ElseIf iClass == 1 ; Archer Weapons PlayerREF.AddItem(I5KURWArmingSword, 1, True) PlayerREF.AddItem(SvartboughBow, 1, True) PlayerREF.AddItem(SvartboughArrow, RandomInt(50, 90), True) PlayerREF.EquipItem(SvartboughBow, abSilent = True) PlayerREF.EquipItem(SvartboughArrow, abSilent = True) The script compiles fine and I get no errors whatsoever. The problem is they do not show up in game right after chargen and you pop out a random spot when they should. My PC has nothing equipped that I have defiened from the mods IA and IW, even vanilla objects such as enchanted necklaces etc.. except the universal items at the bottom of the script you can see for yourself to anyone willing to help. I've even tried copying the records of armors and weapons from immersive weapons and armor into the "Random Alternate Start.esp" but still no items show up. Note: I cannot upload or attach thesource file for RAS by syclonix so you will have to look at it your selfby downloading the mod, syclonix included it. I am also doing this forpersonal purposes. Thanks. :smile:This may not be a scripting issue but rather a plugin issue. I have had trouble in the past getting mods to utilize information from each other. Is this script called by your own mod, while the two mods containing the weapons are separate ESPs? If so, the game may be having trouble finding the weapons unless you make the other two ESPs containing the weapons into masterfiles, and then make your mod into an ESP that requires those two masterfiles. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted February 26, 2013 Share Posted February 26, 2013 I think elseagoat hit the nail on the head. Sounds as if the game doesn't recognize those entries. This information should allow you to test that theory... http://isharameradin.zxq.net/MakingAPlayerBasedMannequin.html#ESPparents Link to comment Share on other sites More sharing options...
jiffyadvent Posted March 1, 2013 Author Share Posted March 1, 2013 Thanks guys, the mastering trick worked.Really been helpful, plus I didn't think that it was the issue. Cheers :) Link to comment Share on other sites More sharing options...
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