Zorkaz Posted November 18, 2020 Author Share Posted November 18, 2020 That's exactly what I want to do ;) Only after reading a book you know the name of a fungus Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted November 18, 2020 Share Posted November 18, 2020 That's exactly what I want to do :wink: Only after reading a book you know the name of a fungusMakes sense!Fungi are weird ....Ask 10 "experts" to identify a fungus, and you will get 11 different results ...(Or something like that) Link to comment Share on other sites More sharing options...
Fantafaust Posted November 19, 2020 Share Posted November 19, 2020 (edited) If you do try it via perk(given by the book) instead of a script, lemme know if it works, I've never actually tried it lol Edited November 19, 2020 by Fantafaust Link to comment Share on other sites More sharing options...
SKKmods Posted November 19, 2020 Share Posted November 19, 2020 The [ Add Activate ] perk will add an activation menu option, it will not change the name of the object. But, to be activated an onbject must have a name. Try to add activate a no name object ... doesnt work. As I found with OPEN ANYTHING which has to name things like animations via a reference alias to then add activate via perk. Link to comment Share on other sites More sharing options...
Zorkaz Posted November 19, 2020 Author Share Posted November 19, 2020 Yes I noticed that this trick was only about changing the action label. The good thing is that it works for getting more items out of a flora object Link to comment Share on other sites More sharing options...
Fantafaust Posted November 19, 2020 Share Posted November 19, 2020 No, I mean this: Link to comment Share on other sites More sharing options...
SKKmods Posted November 19, 2020 Share Posted November 19, 2020 That chnages the label for the default activate function if there already is one, same as calling script function SetActivateTextOverride() If there is no default activate function, or to add a second (or third to some objects like WorkSHOPS that already have two) use the Perk entry point Add Activate to create. Neither of those perk entry points add or sets the object name, which is required to display any activate label. But a Reference Alias can. Link to comment Share on other sites More sharing options...
Fantafaust Posted November 19, 2020 Share Posted November 19, 2020 (edited) I was under the impression that Zorkaz wanted to change the name of an activator that already existed? Did it not have a name at all until reading the book, is that the intention?In any case I tested it just now and it works how I thought, it changes the name of the activator itself. But you are right, it won't change the name of something that doesn't have one yet. It also seems to remove the text for the Activate Choice, even though it activates just fine. If you want to replace the Activate choice with your own text, use Entry Point: Activate - Add Activate Choice and check the box for Replace Default. Edited November 19, 2020 by Fantafaust Link to comment Share on other sites More sharing options...
Zorkaz Posted November 19, 2020 Author Share Posted November 19, 2020 Actually there's a lot what I want to do, but without F4SE it's not really possibleBut what Fantafaust showed solves at least one of the problems. I was under the impression he meant an action button label override. So left open isChange the name of an alchemy item afterwards Link to comment Share on other sites More sharing options...
Fantafaust Posted November 19, 2020 Share Posted November 19, 2020 (edited) Well, you could just have two separate items I guess. On the Flora itself you could have a script that runs under the OnActivate Event. Check that the player has the relevant perk, and add the correct item. It might look like this: Actor Property PlayerRef Auto Perk Property MyPerk Auto Ingredient Property MyIngredientFake Auto Ingredient Property MyIngredientReal Auto Event Onactivate(ObjectReference akActionRef) If PlayerRef.HasPerk(MyPerk) PlayerRef.AddItem(MyIngredientReal) Else PlayerRef.AddItem(MyIngredientFake) EndIf EndEvent At least, I think that would work. Is this an activator that already exists in-game, or are you adding it yourself? Edited November 19, 2020 by Fantafaust Link to comment Share on other sites More sharing options...
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