Monsto Brukes Posted May 29, 2019 Posted May 29, 2019 While AddItemMenu is very useful, I'm tired of going in n out of it for the same stuff, having to scroll & look around etc. 2 chests: A Source chest and a Use chest. Anything you put in the Base chest will get stocked into the Use chest and maintained at, say, 10. Go to Use chest, take out 10, when you close it it gets restocked. I'm not concerned about putting childproof caps on this to stop people from doing stupid shit that would fuck up their game like duplicating quest items or the like. It's not for main-game play anyhow. Anyway, abstractly, I'm thinking a couple things: 1st Method: Have an item. When dropped, 2 labeled chests appear. Move them as you see fit. Simple. 2nd Method: Place your own 2 containers as you see fit. Use custom console commands to make them Source/Use and connect them. Flexible. Other commands could be added for control. What kind of pitfalls might I run into? Thoughts?
DocClox Posted June 3, 2019 Posted June 3, 2019 Have a spell. Make it targetted, and where the spell impacts, that spawns a chest. It also creates one in a warehouse cell in Oblivion. The first chest has a spell on it and that spell has a property pointing at the second. So another spell can open the inventory of the second chest and set or change the items to stock. The first chest's spell also catches open events and handles the restocking. Although it might be easier to do that when the oblivion chest is stocked and when the mundus chest is closed. That way you don't see the contents change when you open the thing. If they need the chest moved after creation, Jaxonz Positioner is good for that sort of thing. Just an idea.
karlpaws Posted June 6, 2019 Posted June 6, 2019 I don't know about the scripting to restock the chests, but I've used batch files to player.placeatme xx"chest ID" for a variety of things. Depending on whether this is more for personal use or mod creation. The other thing I do is bat files to give myself a preset list of things, like building materials for a Hearthfire house or some of the other "build your own house" mods. Figure out what is needed to build the things you want, don't count what's needed for what you don't (I never build the dining table in the middle of the hearthfire house, for example) and just player.additem the amount needed.
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