GrimGrim31 Posted March 22, 2021 Share Posted March 22, 2021 It's a new day with a new CK problem. Maybe someone here has solved it before. I am trying to overwrite the activate button text for a furniture item that is also a container. It shows two activate buttons in game: A: Enter and X: Transfer. I want to overwrite the A: Enter so that it will be A: Feed. I tried entering the text in CK for the activate overwrite on the furniture object and when that didn't work, I tried to script a solution using the command: furnitureRef.SetActivateTextOverride(EatMessage) EatMessage is a message in my ESP that has the word "Feed" in the title as well as in the message text. It is defined in my script as: Message Property EatMessage Auto and I filled the script properties in CK for this furniture object, but this scripting method didn't work either. Can anyone tell me where I went wrong? Link to comment Share on other sites More sharing options...
AnishaDawn Posted March 28, 2021 Share Posted March 28, 2021 I've never used that script command, but you can save yourself the headache by instead making a perk that overrides the default activation button and set conditions where it will only work for that specific container/furniture. Link to comment Share on other sites More sharing options...
GrimGrim31 Posted March 29, 2021 Author Share Posted March 29, 2021 That is the route that I took. It works well and I have used it before for activators for milking. I am still hoping that someone can show me how the other activation text overrides work because my player character is getting a lot of perks. In this case, I added a perk script so that the activation text override only happens when my character is hungry and the container has the right food items. Link to comment Share on other sites More sharing options...
AnishaDawn Posted March 29, 2021 Share Posted March 29, 2021 (edited) I assume perks are the only way to affect the activation prompts of objects that aren't actually activator forms. I did some tests today and I can get this to work as expected for actual activators, like a button for example, but it doesn't work for containers. I haven't had time to test on furniture yet. This is the script I used. Scriptname TestActivatorScript extends ObjectReference Message property thisMessage auto Bool property isDoor auto Event OnActivate(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() if isDoor == false playAnimation("Open") SetActivateTextOverride(thisMessage) else SetActivateTextOverride(thisMessage) endif endif EndEvent Event OnOpen(ObjectReference akActionRef) if isDoor == True if akActionRef == Game.GetPlayer() SetActivateTextOverride(thisMessage) endif endif EndEvent (Activate for the button and to see if it runs for containers. OnOpen was for the container) Edited March 29, 2021 by AnishaDawn Link to comment Share on other sites More sharing options...
GrimGrim31 Posted March 29, 2021 Author Share Posted March 29, 2021 That looks very promising. I learned about the script override from reading a script that used it for actors to replace the "Talk" button text with the actor's work type. I haven't tried it on anything beside actors and containers yet. Your experiment makes me want to try it on other types of objects but that will have to wait until I solve my flora problem. Link to comment Share on other sites More sharing options...
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