yatol Posted November 1, 2018 Posted November 1, 2018 22 hours ago, xwhiteninjax said: batch-file for some items with animated wings Hide contents playerenchantobject 7100AA4A 33003897 ; GargoyleHorns and ForestWings PlayerChar playerenchantobject 7100AA4A 33003895 ; GargoyleHorns and BossWings PlayerChar playerenchantobject 7100AA4A 33006e8e ; GargoyleHorns and BossWings PlayerChar playerenchantobject 71087834 33003895 ; Blacksacrament Amulett and BossWings (Tundra) playerenchantobject 71087834 33003897 ; Blacksacrament Amulett and ForestWings (Tundra) playerenchantobject 71087834 33006e8e ; Blacksacrament Amulett and AlduinWings playerenchantobject 4f1F39ED 33003895 ; Hels Horns and BossWings PlayerChar and NPC playerenchantobject 4f1F39ED 33003897 ; Hels Horns and TundraWings PlayerChar and NPC playerenchantobject 4f1F39ED 33006e8e ; Hels Horns and AlduinWings PlayerChar and NPC playerenchantobject 5f020457 33006e8e ; SuccubusHorns and AlduinWings the problems with batchfiles are not only changes in loot-order, but with different numbers, too ... you have to load tesedit to get the id of what you want to add why not put that in a formlist and let the script add whatever is in that formlist? scriptName zzzShowSelectarmorMenu extends activeMagicEffect ;-- Properties -------------------------------------- armor property FNISSelectIdleRing auto formlist property armorlist auto quest property ShowPoseMenu auto ;-- Variables --------------------------------------- form ShowPoseMenu form ClientForm ;-- Functions --------------------------------------- function OnEffectStart(Actor akTarget, Actor akCaster) ((ShowPoseMenu as form) as uilistmenu).OnInit() Int max = armorlist.getsize() Int i = 0 while i < max armor gnd = armorlist.Getat(i) as armor ((ShowPoseMenu as form) as uilistmenu).AddEntryItem(gnd.GetModelPath(true), -1, -1, true) i += 1 endWhile akTarget.UnequipItem(FNISSelectIdleRing as form, false, true) utility.Wait(0.200000) Int ret = ((ShowPoseMenu as form) as uilistmenu).OpenMenu(ClientForm, ClientForm) Int resultInt = ((ShowPoseMenu as form) as uilistmenu).GetResultInt() Actor player = game.getplayer() form byebye = player.GetWornForm(armor.getmaskforslot(49)) player.removeitem(byebye, 1, false, none) player.additem(armorlist.Getat(resultInt), 1, false) player.equipitem(armorlist.Getat(resultInt), false, false) endFunction it's just a small edit of the uilist for poser (armors instead of poses)
xwhiteninjax Posted November 1, 2018 Author Posted November 1, 2018 42 minutes ago, yatol said: you have to load tesedit to get the id of what you want to add why not put that in a formlist and let the script add whatever is in that formlist? scriptName zzzShowSelectarmorMenu extends activeMagicEffect ;-- Properties -------------------------------------- armor property FNISSelectIdleRing auto formlist property armorlist auto quest property ShowPoseMenu auto ;-- Variables --------------------------------------- form ShowPoseMenu form ClientForm ;-- Functions --------------------------------------- function OnEffectStart(Actor akTarget, Actor akCaster) ((ShowPoseMenu as form) as uilistmenu).OnInit() Int max = armorlist.getsize() Int i = 0 while i < max armor gnd = armorlist.Getat(i) as armor ((ShowPoseMenu as form) as uilistmenu).AddEntryItem(gnd.GetModelPath(true), -1, -1, true) i += 1 endWhile akTarget.UnequipItem(FNISSelectIdleRing as form, false, true) utility.Wait(0.200000) Int ret = ((ShowPoseMenu as form) as uilistmenu).OpenMenu(ClientForm, ClientForm) Int resultInt = ((ShowPoseMenu as form) as uilistmenu).GetResultInt() Actor player = game.getplayer() form byebye = player.GetWornForm(armor.getmaskforslot(49)) player.removeitem(byebye, 1, false, none) player.additem(armorlist.Getat(resultInt), 1, false) player.equipitem(armorlist.Getat(resultInt), false, false) endFunction it's just a small edit of the uilist for poser (armors instead of poses) looks promising... don't know (yet), if this is working with different .esp and the main goal is to put items into the inventory, so the player can change his/her look accordingly to the locations or behaviour ( dark scenes, badAss-player, seducer and so on) I am stuck with the way to do a startquest and putting items into the inventory of the player (it is working, but only inside a given plugin/mod... even a merged one) but changing items or adding items via the inventory inside CK is horrible... this is, why I am looking for a script over all loaded plugins/mods thinking about function OnInit() actor PC = game.GetPlayer() item SForm1 = game.GetFormFromFile(ID, "mod1.esp") as item item item1 = game.GetFormFromFile(ID, "mod1.esp") as item item item2 = game.GetFormFromFile(ID, "mod1.esp") as item item SForm2 = game.GetFormFromFile(ID, "mod2.esp") as item item item3 = game.GetFormFromFile(ID, "mod2.esp") as item item item4 = game.GetFormFromFile(ID, "mod2.esp") as item if !PC.Hasitem(SForm1 as form) PC.Additem(item1, true) PC.Additem(item2, true) if !PC.Hasitem(SForm2 as form) PC.Additem(item3, true) PC.Additem(item4, true) endIf endif endFunction if this is working (with the right coding) it would be easier to just add new plugins/mods to the script, instead always creating a new quest for changing the inventory and different plugins/mods could be used inside one script (whishful thinking)
yatol Posted November 1, 2018 Posted November 1, 2018 53 minutes ago, xwhiteninjax said: looks promising... don't know (yet), if this is working with different .esp stupid question... unless the master is under the plugin (ctd loading the game), doesn't change anything where the esp of the stuff in the formlists are as for your onlocationchange, or behavior if there's something for that... don't remember since no use for that, but if there's condition for armors addon, why not just equip everything, and condition this location for x, that for y, and no condition for lambda outfit with lower priority
xwhiteninjax Posted November 1, 2018 Author Posted November 1, 2018 maybe I am not able to make it clear (not native speaker)... I have some interesting items in many different .esp, some merged, some original... and it is not possible to put the animated-wing-effect on them with CK (but with console-command and -maybe- with scripting, too).... some items (like special armor are fitting for succubi, badass-player/vampire; weapons, equipable horns and so on) and these items are very rare inside the game (so not likely to be found in killed enemies)... I want to have some of them at the start of the game inside the players-inventory - and not programming a startquest for each seperate mod/plugin just to have one or two items of it - . The goal is that the player decide which of the npc/companinons/followers will be given some of them to have better weapons, armor and even have animated wings if they should be succubi, too).... this should be done ingame-style (for having more immersion and fun), giving them spells for their roleplaying as vampires, succubi, assassin... you name it... yet I have not found a method to put the animated-wings on an item via script (as console-command "playerenchantobject" will do) and since animated wings (as plugin) has no item I have to use items from different mods and the magic-effect from "animated wings"... so no startquest inside animated wings or another .esp different from animated wings... and yes, I know, that it is only for seconds to use the console and a batch-file... but this is interrupting the game... and I am looking for script-magic to do it "ingame-style"... the changes in outfit/looking at special locations/scenes are not to be scripted... it is up to the player to decide if (s)he wants to play the good or the bad guy... so in other words... I am looking for a scripting method to gather some items, putting them into the players-inventory and put the animated wings on horns and/or rings (and some different wings for immersion... not blooded (to bright colors with ENB), but Alduin-wings, Tundra (nice camouflage in forest, tundra, grass) Snow-wings ( for mountains, snow-locations and so on)... different horn-styles to enhance the character as badAss, demon, seducer... hope, it is better described, now so maybe adding a special script to LAL (as the start sequence of each new game) to fire up at/after charcreation-time and give the player the wanted items... would be a dream come true.... I am starting a new game many times to test some new mods/quests... and having such a script will shorten the time to be ready for challenges inside skyrim (and give me a better inside-knowlege of scripting to do similiar tasks for my own. since pictures are more than words, here 3 incarnations of my playerchar with different outlooks and race (custom nord race, winged twilight race, winged twilight race vampire)... with special mods like "familiar faces" it is possible, to have them all at the same time (even with different AI, warriortype, spells and so on) Spoiler the tint-mask-bug is fixed, missed the .dds-files at first trials so the texture-failure for the head happened... but in the last pic you see the fixed custom nord (demonic-player-style) at the left side without color-failures
yatol Posted November 1, 2018 Posted November 1, 2018 10 hours ago, xwhiteninjax said: yet I have not found a method to put the animated-wings on an item via script (as console-command "playerenchantobject" will do) and since animated wings (as plugin) has no item I have to use items from different mods and the magic-effect from "animated wings"... so no startquest inside animated wings or another .esp different from animated wings... and why do you need a script for that? load tesedit add that enchant to whatever armor you want the enchant on that's it, that armor now have that enchant armor something armoraddon somethingnord (only available to nords) armoraddon somethingnord1 (only available to custom nord 1) armoraddon somethingnord2 (only available ot custom nord 2) argonian don't have same head as nord, not the same textures, and not the same skeleton (skeletonbeast.nif, edited in the race skeleton, so argonian need another race) same skeleton for wing 1, wing 2, wing3... why do you need custom race for that? if npc replacer make aela an aelarace instead of a nord, you are asking for troubles during the companion quest, when the script change her back from werewolf to nordrace (nordrace want femaleheadnord, not aelaracehead, conflict) if you are pikachu race, you have the same problem when you get cured from vampirism if i remember right, if you are nordracevampire you are switch back to nordrace if you are bretonracevampire, you are switch back to bretonrace bethesda forgot how to do that stuff since morrowind? that should be a variable old race attached to the npc vampirism active effect, and when it get cured, you are switch back to old race from vampirerace (instead of those less performance friendly checks) now you no longer need one vampire race for each race, bye bye the useless stuff you don't need that vampire race in all armor addon of the game either, race vampirerace use armor nordrace (and imperialrace use armor nordrace too, you just need nordrace, argonianrace and khajitrace, because argonian and khajit have they own nif for some things, 3 nifs, 3 races in the armor addon, not 20) no need for custom race for that, so i wouldn't use any if that were me, i put those wings in a formlist i give that to something that use uilist to load the formlist (just copy paste edit something already done, the faster it's done the better) and when i feel like wearing something else, i equip the ring, cast the spell or whatever to load that on npc, ds light have a spell that select npc, copy paste edit that, when the spell hit the npc, it load the formlist, and you select what you want that npc to wear (you can change the headparts that way, you give femaleeyeiceblue texture femaleeyegreen, don't replace the headpart with something that don't have the same name, or conflict with the head nif)
xwhiteninjax Posted November 1, 2018 Author Posted November 1, 2018 changing items directly will spread the changes to all npc using this item, too... using the console-command (or a script) will give you exactly one or the destinated number of items only for yourself... but your method is likely a way for some other tasks... maybe the wing-enchantment will be for some exclusive items done this way... and maybe a simple script for equip this item for the player will do it "ingamestyle"... will look into this tomorrow.... skyrim is going to sleep... for changing/switching between succubus-form, vamplord-form or vampire-status... this could easily fixed inside CK for custom-races (there is a dropdown-menu for the base-race)... and my player-char is (mostly) from the mod "winged-twilight" (custom race)... I love the skin, the big tail... with animated wings, a nice hairstyle I have a unique looking player and not a twin of some follower/companion... but every preferences are different, such is the fun in playing an "open-styled" and moddable game
yatol Posted November 1, 2018 Posted November 1, 2018 when you get an iron armor with enchant 30 health from a quest, you don't get an iron armor that get the enchant 30 health there are ironarmorenchant30health, ironarmorenchant10health, ironarmorenchant10mana.... what's the problem with copy paste armor as armorenchantx, and giving enchant x to that, and you just equip that? and you give armorenchantx template armor (it's the same armor, gold, sound, whatever from the armor without enchant, and you don't want to have to edit armor with enchant if you edit the original armor)
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