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Opening Inventory Summoned Minions


Myst42

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Posted

Hopefully a quick question:

Does anyone know how does it work for minions?

I mean, it's simple enough to open inventory via script or whatever, you get to the trade part, and then...

You can use minions as containers for literally anything the player can drop.

I'm thinking on this function as something to arm minions instead of just using them as containers.

I want some skeletons to be able to use better weapons (and give them back eventually)

But what if you give them armor? Do they try to use the armor and horribly fail to do so because their race doesnt have models for it and is not enabled?

Do they end up using invisible armor?

The idea is to try to avoid these kinds of bugs, but first, I need to understand how inventory trade works on non-human races.

 

I could spend time and make tests and find out for myself, but I figured someone must already know how this works.

Any help that saves me some time?

Posted

nothing will ever get past the skeleton invisible armor bug because its not a bug you can avoid. they are "wearing" it and they are getting the stats from it, but no 3d object was ever made to fit them so, invisible. the only way would to be to literally make a version that fits them, is bound to their skeleton (the one used by animations not just that they also happen to be a skeleton), and assign it in the armatures. for every single piece you might give them. for every single race of creature you might want to give them to. so this quickly becomes a rather time consuming task.

Posted
6 hours ago, darkconsole said:

nothing will ever get past the skeleton invisible armor bug because its not a bug you can avoid. they are "wearing" it and they are getting the stats from it, but no 3d object was ever made to fit them so, invisible. the only way would to be to literally make a version that fits them, is bound to their skeleton (the one used by animations not just that they also happen to be a skeleton), and assign it in the armatures. for every single piece you might give them. for every single race of creature you might want to give them to. so this quickly becomes a rather time consuming task.

Well... bummer.

Seems you're right. Making compatible gear would require an entire new collection, and re-rigging each piece for every armor item.

I believe some armor conversions already exist in other mods, but searching for them, including them in my project, and setting all of them would be painful. Not to mention it'd probabl cause some incompatibilities with other vanilla armor mods since armor items can't be properly edited via script due to lack of required papyrus functions; overwriting records is the only way for that.

*Sigh

Anyway, It's not my last idea. There's a ShowGiftMenu function that can be used with filters. Gonna try and see if I can use a filter that allows only weapon trade.

 

UPDATE:

Can confirm showgiftmenu with weapon keywork works perfectly for giving items

Problem is I cant take them now.

Wiki says setting a parameter to False, allows the menu to take things, but it shows empty. Maybe because the weapon is equipped.

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