Gwyvern Posted March 5, 2013 Share Posted March 5, 2013 i have zero scripting capacity, but i need a script that will equip something when a weapon is drawn, and unequip it when said weapon is sheathed, if anyone has something like that lying around i would be most greatful Link to comment Share on other sites More sharing options...
Deleted1308005User Posted March 5, 2013 Share Posted March 5, 2013 Explain it a bit better and someone could build it for you.As when I read this, only thought is:Press R, it'll unholster the weapon.Now that I re-read it, do you mean like:Equip sword, armor gets equipped. Unequip sword, armor disappears. Link to comment Share on other sites More sharing options...
Gwyvern Posted March 5, 2013 Author Share Posted March 5, 2013 yes, that is exactly what i am looking for, sorry for being vague, when weapon is equipped, armor gets added and equipped, when weapon is sheathed, armor disappears although would that work with a bound weapon spell? if not then i might have to persue other avenues thank you for responding Link to comment Share on other sites More sharing options...
Deleted1308005User Posted March 5, 2013 Share Posted March 5, 2013 Mmmm...I do believe it's possible.Best catch would be to reverse-engineer..Do you have dragonborn DLC? and have you finished it? As I've got couple of ideas but I don't want to spoil anything. Link to comment Share on other sites More sharing options...
Gwyvern Posted March 5, 2013 Author Share Posted March 5, 2013 i have it but i have not gone through much, i was thinking of the dragon aspect shout, but i cannot find the code for that, the scripts they use to make the effects appear don't even show up in the scripts list, and when all is said and done i would like the mod to work for people without dragonborn my next class is starting soon, so responses will be slow, but feel free to post Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 5, 2013 Share Posted March 5, 2013 an untested stab in the dark... Apply this script (or variation thereof) to an alias for the PlayerREF in a dummy quest. Then be sure to assign the property value to the ArmorToEquip variable Scriptname SomeScript Extends ReferenceAlias Armor Property ArmorToEquip Auto ;This is the armor to force being worn when a weapon/spell is equipped Actor Player = Game.GetPlayer() Event OnInit() RegisterForSingleUpdate(5) EndEvent Event OnUpdate() If (Player.GetEquippedItemType != 0) ; 0 = hand to hand or nothing equipped Player.EquipItem(ArmorToEquip) RegisterForSingleUpdate(5) ElseIf (Player.GetEquippedItemType == 0) ; 0 = hand to hand or nothing equipped Player.UnequipItem(ArmorToEquip) RegisterForSingleUpdate(5) EndIf EndEvent This should cause whatever armor piece to equip whenever the player equips something in their hands. The OnUpdate even will check once every 5 seconds to see what type is currently equipped. That includes shields & torches in the off hand as well as any spells. If you don't want shields and torches triggering the equipping then you'll have to get more indepth with the logic. See this page for details. Hopefully this will help you get headed in the right direction. Link to comment Share on other sites More sharing options...
Deleted1308005User Posted March 5, 2013 Share Posted March 5, 2013 i have it but i have not gone through much, i was thinking of the dragon aspect shout, but i cannot find the code for that, the scripts they use to make the effects appear don't even show up in the scripts list, and when all is said and done i would like the mod to work for people without dragonborn my next class is starting soon, so responses will be slow, but feel free to post Dragon aspect is what I was thinking.It's spell, but in my opinion it'd be much better if it could be build with "vanilla" stuff.Also, I didn't mean using it directly, but some of the mechanics it uses.As it has three different stages, three different FX parts, that are equipped like armor.(which makes it unique, as far as I know, it's only item utilizing FX in a manner like this) By making spell similar to dragon aspect, it should be possible to make it into enchantment.. And thus via that allow using of system like that. However, I haven't checked how the spell is made, and how the actual FX items are "equipped", so I can't guide you more than that. Probably I could find I way if I'd start tinkering with it.. But my ways of doing things is unique and really weird so I can't explain what I'd do.I'm just an ordinary redneck who can handle CK :biggrin: Link to comment Share on other sites More sharing options...
Gwyvern Posted March 5, 2013 Author Share Posted March 5, 2013 an untested stab in the dark... Apply this script (or variation thereof) to an alias for the PlayerREF in a dummy quest. Then be sure to assign the property value to the ArmorToEquip variable Scriptname SomeScript Extends ReferenceAlias Armor Property ArmorToEquip Auto ;This is the armor to force being worn when a weapon/spell is equipped Actor Player = Game.GetPlayer() Event OnInit() RegisterForSingleUpdate(5) EndEvent Event OnUpdate() If (Player.GetEquippedItemType != 0) ; 0 = hand to hand or nothing equipped Player.EquipItem(ArmorToEquip) RegisterForSingleUpdate(5) ElseIf (Player.GetEquippedItemType == 0) ; 0 = hand to hand or nothing equipped Player.UnequipItem(ArmorToEquip) RegisterForSingleUpdate(5) EndIf EndEvent This should cause whatever armor piece to equip whenever the player equips something in their hands. The OnUpdate even will check once every 5 seconds to see what type is currently equipped. That includes shields & torches in the off hand as well as any spells. If you don't want shields and torches triggering the equipping then you'll have to get more indepth with the logic. See this page for details. Hopefully this will help you get headed in the right direction. this should help greatly, thanks, i just need to find the command to get when a specific weapon is equipped, rather than a type, but the wiki should have that information somewhere, thanks! Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 5, 2013 Share Posted March 5, 2013 There is GetEquippedWeapon which you can use inconjunction with IsBattleAxe, IsBow, IsDagger, IsGreatsword, IsMace, IsStaff, IsSword, IsWarAxe, IsWarhammer. However, all those "IsWeapon" functions are SKSE dependent. Which means that you and your mod users would need to have SKSE. Not that that is a bad thing. I just think that where possible a non-SKSE solution would be best because that would mean that your mod is most likely to be more compatible with other mods and future updates. Link to comment Share on other sites More sharing options...
Gwyvern Posted March 5, 2013 Author Share Posted March 5, 2013 hmm, ive contacted the creator of the true bound armors mod asking if i could have a copy of her script to reverse engineer, still waiting for a reply, but her script might work better, and i dont think it requires SKSE (which i dont even have installed, because i tend to not get SKSE mods unless they are really good, and sometimes non SKSE versions that do the same thing come out a month later, but anyway) i still have yet to figure out what to do with the script you gave me because im still in class and cant do much else besides respond to posts, but i appreciate all the help, i will be sure to credit all of you people if/when the mod ever comes out Link to comment Share on other sites More sharing options...
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