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Console command to open/close pillories?


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Posted

I'm wondering if there's a console command to change the pillory state. I'm thinking of situations like this:

 

image.png

 

That's got the makings of a pretty good screenshot there, except for the pillory top getting in the way. Screenshots aside, it'd be great to be able to close those things anyway. Start an animation with someone in the pillory and the first thing she does is stand up so she's in position for the animation start. Then she assumes the position in the pillory, but of course the pillory hasn't been activated and so stays open, which always looks really weird.

 

So I'm wondering if there's a send animation event string or something I can use to force it to close. Anyone know?

Posted

I dealt with this once.  There is probably an animation event that would work, but I couldn't find one so I came up with a hack.  I place a temporary actor, make them invisible, snap them into the pillory, then disable the actor.  Snapping them into the pillory lowers the arm, but disabling the actor doesn't raise it again.

 

20200529051329_1.jpg

Posted

Sounds workable. Spawn the actor, get the last ref for the id, then activate the pillory (have to type the id in by hand) and then delete the actor?

 

I'm trying to think of a way to select the pillory and run a batch file, but I can't seem to do it.

Posted

you can make it a function on a quest, then call it via cqf

Function CloseStocks(ObjectReference stocksRef)
    ; Pop a temporary, invisible actor into the stocks to close them, then remove the actor.
    ActorBase AAF_Doppelganger = Game.GetFormFromFile(0x0072E2, "AAF.esm") as ActorBase
    Actor tempActor = stocksRef.PlaceAtMe(akFormToPlace=AAF_Doppelganger, abInitiallyDisabled = true) as Actor
    tempActor.enable()
    tempActor.SetAlpha(0)
    tempActor.snapIntoInteraction(stocksRef)
    Utility.Wait(0.1)
    tempActor.disable()
EndFunction

so click on the pillory and when the animation starts do cqf myquest CloseStocks FF00XXXX

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