Cycorix Posted August 18, 2021 Posted August 18, 2021 (edited) ZAP Helper Addon 8.0+ Extension - MULTI NPC SUPPORT View File Heya all, so here it is! The much-requested Multi-NPC support for ZAP Furniture Placer. v2.01 Released with minor bugfix! Please update your install! (will not cause issues to saved games) v2.02b released with (beta) support for multi-npc furniture (such as vampire supply). See changelog notes. This will probably be the final release for now unless a game-breaking critical error is found. Now compatible with Paradise Halls! Furniture will stop slaves escaping - use 2.02b + 2.02b Compatibility Patch! Bug hotfixes: (both versions): -Fixed error of ZFPStartup not running on a new game/install (Player spells now get added correctly on new game) -Removed leftover Iona (RIften Housecarl) records in the .esp file (should fix broken custom housecarl races) -missing ZFPMenuScript masterscript fixed, Placement menu now places items from list 6 correctly. EXTENSION FEATURES: -NPC support to lock up to 60 NPCs into the various items of furniture from ZAP 8.0 (Also tested on and compatible with ZAP 8.0+) -10 Selectable NPC slots with immersive dialogue and animations -50 Locked NPC slots (Assigned from the Selectable slots or by grabbing random NPCs off the street with magic ?) -6 new control spells to help manage the various locked NPCs. (11 spells in total now). Requirements: ZaZ Animations Pack 8.0 or 8.0+ JaxonzPositioner (Recommended) A follower mod of your choice to manage the inventory of locked NPCs (Extensible Follower Framework or similar - Recommended) Installation: Either remove your existing ZAP Helper installation or just replace it with the files from this one, it shouldn't matter. This can either be done manually or with your favourite Mod Manager. There are two archives! Use only one. They are labelled as Female and Male, and basically the only difference is whether you get called Mistress or Master in some of the dialogue options ? (This was a late addition, as I'd set it up to use only female pronouns but thought this wouldn't suit everyone, so I'm offering the choice). This Extension includes all original files and should not need ZAP Helper 1.x in order to work. To Update:- copy all files from the archive => Skyrim/Data. (Or just use mod manager Should not cause any issues to save games) Compatibility: Aside from needing its requirements, this mod should not cause issues with other mods. Tested as part of an extensive (200+ mods) bondage-themed Skyrim with no real issues. Made on LE (Oldrim). Someone has confirmed that it should work fine on SE too. PAHE-ZFPe Compatibility Patch: -Download the correct archive for your version (2.02b male/female currently supported -required for the patch!) -Overwrite existing files in your Skyrim/Data folder This patch makes Paradise Halls slaves unable to run away/escape while locked in furniture using ZAP Helper ZAP Helper Extension How to use/FAQs: (To Update an existing ZAP Helper install on a saved game) (Also known as "help, where are the new spells?" ) (1) The first time you use the 'Furniture Placement' spell, ZAP Helper will update and add the new control spells. (To Select an NPC) (1) Select zbfFurniture using the Furniture Select Spell. The next time you talk to an NPC, you will have dialogue options starting from "(Restrain NPC) Hey you... You're mine now!" to order them into a furniture selection. They will stay there until released. (To release a Selected NPC) (1) Talk to them and say "(Release NPC) .... " OR (2) Use the Unlock All Selected NPC Spell (To Lock an NPC): (1) While they are in the furniture, you can either: (1) Talk to them again and say "(Lock NPC) I'm going to lock you in..." OR (2) Cast Spell "Lock Selected NPC" while looking at the restrained NPC in the crosshair (so their name shows up, if you're unsure). This will assign the (x of 10) Selected NPC to the next free (of 50) locked slot. (Selected NPCs will also stay in their furniture until released, "locked" is just for extra slots without the immersive dialogue). (2) Select zbfFurniture using the Instant Lock spell. Cast it again at an NPC and they will be ordered to stay in that furniture, using the next free (of 50) locked slot. (To release a Locked NPC): (1) Talk to them and say "(Release NPC) .... " OR (2) Use the Unlock All Locked NPC Spell (To align NPCs) (1) Using either of the two Align spells will align ALL selected or locked NPCs to their furniture (depending on which spell is used). (To clear empty Furniture selections) (1) Using either of the two Clear Unused/Debug spells will clear ALL unused (but still selected) furniture targets and checked for orphaned Aliases (depending on which spell is used). Changelog: v2.20b: - Removed the conditions that prevent you from double selecting furniture. This enables multiple NPC furniture to be used, but also gives the possibility of other errors caused by the user (I cannot take responsibility for these). - I have also modified the spells to add extra debug to clean up loose actor aliases that have been sent to unavailable furniture. (If you send 2 actors to the same furniture, the second actor will just stand around next to it until released). Caution: If you send npcs a long distance to the furniture, if they are still walking there when you cast the debug spell they will also be released! If you are uncertain that all npcs you want to keep are safely locked, cast the Align spell first. SAVE GAME SAFE - copy all files from the archive and overwrite the existing scripts/esp v2.01: -Fixed error with dialogue still showing up without any addition Furniture selected (simplified use of conditions and variables in the dialogue tree) SAVE GAME SAFE - copy ZFPFurnitureSelectScript.pex and ZFPAliasControlScript.pex to => Data/Scripts, and ZFPFurniturePlacer.esp to => Skyrim/Data Known Issues/Bugs: (1) Bug: Character gets stuck after a dialogue animation Symptom: Cannot cast spells, shout or sheathe/unsheathe weapon. Frequency: Occasional/rare Cause: Unknown/glitch in Skyrim animation system caused by certain slow animations (can happen on Vanilla) Fix: De-equip and Re-equip any spell from your magic inventory and the glitch should immediately resolve itself. (2) Bug: Dialogue Clutter. Symptom: The options 1-10 to lock an NPC away appear before they have been greeted, cluttering up the dialogue (especially if you have lots of dialogue mods). Frequency: Caused by user (depends on you, basically! ) Cause: Using Tab to quit the dialogue without choosing a furniture selection Fix: Use the "(Cancel) On second thoughts..." dialogue, This will ungreet the alias properly. Otherwise using any other ZFP Selection spell or dialogue option will also fix this. (3) Bug: Selection spells return an error on first attempt: Symptom: Furniture select spell returns error "Error with selection "n"", but if recast on the same target works Frequency: Caused by user (depends on you, basically! ) Cause: Moving too quickly while casting the selection spell. Depending on the script load of your game, it can take perhaps up to half a second for Papyrus to run the targeting selector. If you move too quickly or are moving when you cast a selection spell, sometimes it can glitch between conditions and return an error notification. Fix: Re-cast the spell while standing still and it should work fine. (Encountering this error occasionally does not mean you have caused a persistent script error, it is safe to continue.) (4) Bug: Furniture Delete not working / list 6 items not working / ZFP not starting up properly on a fresh install / Iona (riften housecarl) custom race glitches Cause: Me being an idiot Fix: Redownload archive, it's been hotfixed now. (5) Bug: NPCs go for walk instead of staying in furniture Frequency: Rare Cause: Bugged scripts running on an NPC caused by interactions between multiple mods Fix: Reload a save game before those scripts were run on that NPC. (6) Bug: All spells not added correctly on script-heavy new install (Special Edition) Frequency: Believed to be user-specific Cause: Unknown - possibly excessive script load during new game setup Fix: Download ZFPe Troubleshooting Pack. This contains a few options to help you. You can add the missing spells manually using the ID numbers provided, or there is an esp that will let you craft the spellbooks at a forge. (Thanks to T-Lam for the spellbooks). Original ZAP Helper Addon by Tyrant99: (See for original Mod documents/readme) Credits: T.ara for ZAP 8.0/+ Tyrant99 for the original ZAP helper T-Lam for the craftable spellbooks Everyone who posted a message of support while I was working on this, really helped with motivation ❤️ ---------------------------------------------------------------------------------------- This is provided only for the purposes of Fantasy, Roleplay and Entertainment. Please Kink Responsibly. ---------------------------------------------------------------------------------------- Submitter Cycorix Submitted 08/18/2021 Category Other Requires ZAP 8.0 (or +) Special Edition Compatible Yes Edited August 21, 2021 by Cycorix 7
Dirty Noodle Posted August 18, 2021 Posted August 18, 2021 Nice add-on thanks for sharing! I`m on SE, It all seems to be working well so far except for delete furniture spell is not deleting the furniture. 1
Cycorix Posted August 18, 2021 Author Posted August 18, 2021 (edited) 1 hour ago, Dirty Noodle said: Nice add-on thanks for sharing! I`m on SE, It all seems to be working well so far except for delete furniture spell is not deleting the furniture. Lolll. Give me 10 minutes and re-download the archive ? that would be an ID:107 error on my part..... @Dirty Noodle. Fixed now. Missing Papyrus fragment in the archive ? Redownload either archive and copy the scripts folder to your Skyrim. ^^This will only have affected new installs of ZAP helper that didn't already have a copy of ZFPFurnitureDeleteScript.pex Edited August 18, 2021 by Cycorix
Dirty Noodle Posted August 18, 2021 Posted August 18, 2021 18 minutes ago, Cycorix said: @Dirty Noodle. Fixed now. Missing Papyrus fragment in the archive ? Redownload either archive and copy the scripts folder to your Skyrim. ^^This will only have affected new installs of ZAP helper that didn't already have a copy of ZFPFurnitureDeleteScript.pex That was fast! Thanks for the fix, It`s working now. Again works great on SE for those who are wondering. 2
Selena Glazer Posted August 19, 2021 Posted August 19, 2021 (edited) Dovahkiin, Thank you sooo much! you are astonishing!!! A life safer in fact? Edited August 19, 2021 by Selena Glazer 1
Cycorix Posted August 20, 2021 Author Posted August 20, 2021 (edited) 2.01 update may be released soon, I found an error with the (restrain NPC) dialogue conditions. symptom: sometimes you get the (restrain npc) and (cancel) dialogues when you have npcs already restrained but have no free furniture selected for more npcs cause: The dumb way in which CK handles long stacks of mixed And/Or conditions fix: I think I've found a new place to put the variable that should simplify the conditional dialogue checks. This requires an update of 2 scripts and the main file. Fix below. Just testing it myself and then I will update the other version and add them to the file list edit: yep fix looks good, updating the male char version and will upload. Please update your mod version to 2.01 => drag and drop files, will not damage save games (tested on an Autosave of all things ?) ZAP_Helper_Addon_Extension_2.01_FEMALE.rar ZAP_Helper_Addon_Extension_2.01_MALE.rar Edited August 20, 2021 by Cycorix
kdoggg1971 Posted August 20, 2021 Posted August 20, 2021 I'm sure it is a lot of work before I ask, but you never know until you ask. Any chance you may at some point make npcs lock the player up for a random amount of time? If not, it's cool and thanks for the new version.
Tlam99 Posted August 20, 2021 Posted August 20, 2021 (edited) Spoiler Tested on Lydia (SE) But after upgrade, use resaver to eliminate the old scripts ! Edited August 20, 2021 by T-lam Special Edition
gender65 Posted August 20, 2021 Posted August 20, 2021 I have this mod does not work and I think that because of DD5. Is this possible ?
Gräfin Zeppelin Posted August 21, 2021 Posted August 21, 2021 Hello, I found an issue, multi NPC devices like the Vampire supply do not work properly, you cant lock a second NPC into it. (Device already in use) Not that much of a biggie but a fix would be appreciated.
Cycorix Posted August 21, 2021 Author Posted August 21, 2021 (edited) 23 hours ago, kdoggg1971 said: I'm sure it is a lot of work before I ask, but you never know until you ask. Any chance you may at some point make npcs lock the player up for a random amount of time? If not, it's cool and thanks for the new version. Sorry, not in this mod. There are other existing mods for that on LL, have a look around 18 hours ago, gender65 said: I have this mod does not work and I think that because of DD5. Is this possible ? Made and tested with DD5 so don't think so. If you mean the furniture placer itself doesn't work, check the original mod page for its requirements as I can only really troubleshoot the extension parts. Link to the original is in the first post. 10 hours ago, Gräfin Zeppelin said: Hello, I found an issue, multi NPC devices like the Vampire supply do not work properly, you cant lock a second NPC into it. (Device already in use) Not that much of a biggie but a fix would be appreciated. It's either very simple or not. Adding in some kind of check for multi-npc furniture specifically is possibly more work than I am able/willing to put in, at least right now. However, playing as a vampire queen I can entirely understand how this would become an issue for me too at some point ? I could just remove the part of the script that checks if the furniture is already in use. This would instantly fix double furniture, but might make it possible to break the AI. I need to check something before I can confirm this as a possible fix for you. Edit: Yeah the fix would definitely work, but depending on usage would definitely introduce other bugs ( being able to send more than one npc to the same piece of furniture, and being unable to clear that selection with the spell. You could still 'release' them by talking to them to clear it though. I'm having a quick look to see if there's an easy fix for this) Edit 2: Okay, so I have: - Removed the conditions that prevent you from double selecting furniture. This enables multiple NPC furniture to be used, but also gives the possibility of other errors caused by the user (I cannot take responsibility for these). - I have also modified the spells to add extra debug to clean up loose actor aliases that have been sent to unavailable furniture. (If you send 2 actors to the same furniture, the second actor will just stand around next to it until released). Caution: If you send npcs a long distance to the furniture, if they are still walking there when you cast the debug spell they will also be released! If you are uncertain that all npcs you want to keep are safely locked, cast the Align spell first. Version 2.02beta is released below. It will probably be the final release, as I need to rebuild my own skyrim so will not be working on it more for at least a little while. ZAP_Helper_Addon_Extension_2.02b_FEMALE.rar ZAP_Helper_Addon_Extension_2.02b_MALE.rar Edited August 21, 2021 by Cycorix 2
Tlam99 Posted August 21, 2021 Posted August 21, 2021 Report a bug Try to explain.... ZAP distributes those neck rings, also to different races than the default races. The script in this update changes the race to default Vanilla (checked it with more informative console, it's the script in the update) as soon as a neck ring is detected. This causes Vanilla heads on new races added. Reverted to former version without multi support and everything was ok again. Does it need this race change ?
Cycorix Posted August 22, 2021 Author Posted August 22, 2021 (edited) 49 minutes ago, T-lam said: Report a bug Try to explain.... ZAP distributes those neck rings, also to different races than the default races. The script in this update changes the race to default Vanilla (checked it with more informative console, it's the script in the update) as soon as a neck ring is detected. This causes Vanilla heads on new races added. Reverted to former version without multi support and everything was ok again. Does it need this race change ? please post screenshots of the difference? (in the game files, not in the game itself) I didn't touch anything to do with races ? Only thing I can possibly think of is that somehow something was wrong with my source script when I made the last update? But I'm not sure I see how... edit: I've checked the ESP file with TesVEdit. ZAPFurniturePlacer.ESP makes NO changes to vanilla races. The only thing I have just seen left in is that it contains a copy of Iona's vanilla master records (I was using her to test AI packages for a while). This means if you have a mod that changes Iona (the Riften housecarl) that is loaded before ZFP, you will not see the changes. This is easily fixed in TesVEdit by removing all data under the 'Non Player Character (Actors)' tab. (female player character version included below for testing). I'm afraid I can find no changes anywhere that suggest the bug that you are experiencing. There is no reference to race anywhere in the ESP or new scripts (of which there are about 40 now), so I need more information from your console about which script from the update is causing the issue (I think they all start with ZFP). The scripts I have added only allow you to cast (quest) Reference Aliases to NPCs and furniture with the keyword zbfFurniture (which includes basically all of zaz), and also link this with the new dialogue. It includes AI packages to then link the RefAliases together. It does not to my knowledge make any changes to anything to do with how the furniture itself is implemented, how it works, or any races. Are you on special edition? this was made for original Skyrim. ZAPFurniturePlacer.esp Edited August 22, 2021 by Cycorix
Tlam99 Posted August 22, 2021 Posted August 22, 2021 Ok, will do. But as mentioned, more informative console says "last race change by zaz helper" in this case to nord race.
Cycorix Posted August 22, 2021 Author Posted August 22, 2021 (edited) 43 minutes ago, T-lam said: Ok, will do. But as mentioned, more informative console says "last race change by zaz helper" in this case to nord race. I just looked through race script to find relevant functions (see, I didn't even know how to change the race by script ?) It is 100% not being caused by the scripts here as far as I can tell. They contain literally no references to race. They don't even contain the "Race Property NordRace Auto" at the beginning of the script that it would need to even know what a Nord is. This would then need to be linked in CK to that race and that link simply isn't there.... Open any (ZFP script) .psc file (from data/scripts/source) with Notepad ++ (free and easy to find) and you will see what I mean, there is not a single instance of the word 'Race' in the script I'm not sure where your console is getting its information from, but either a) the console is mistaken, b) there is something else causing it in your skyrim or c) whatever is causing it goes well beyond my understanding. Sorry The only thing I can really suggest is to delete Iona's record from the .esp file using TesEdit. I mean, she's a nord so if you have Iona set to be a different race then maybe? But I can't see that affecting more than her because that's her specific record... Also I just checked, More Inf. Console mod is for Special Edition, right? (because it replaces Oldrim's MFG console). Sorry, special edition isn't officially supported You might have more luck checking out the files in special edition Creation kit. Edited August 22, 2021 by Cycorix
Tlam99 Posted August 22, 2021 Posted August 22, 2021 SE more informative console https://www.nexusmods.com/skyrimspecialedition/mods/19250
Tlam99 Posted August 22, 2021 Posted August 22, 2021 here the ref change (picture) I checked the script and it changes the race. You use the base reference e.g. from her skyrim.esm The write this into the storage. This makes all later race changes obsolete. A solution would be like getisrace and change the alias race to this before storing. script: ReferenceAlias Property BDSM_NPCAlias1 Auto The reference alias (base) is generated in skyrim.esm including race. This ist used for the Zapfurniturescript. Load order doesn't matter in this case, as the parameters come from skyrim.esm Spoiler
Cycorix Posted August 22, 2021 Author Posted August 22, 2021 2 hours ago, T-lam said: here the ref change (picture) I checked the script and it changes the race. You use the base reference e.g. from her skyrim.esm The write this into the storage. This makes all later race changes obsolete. A solution would be like getisrace and change the alias race to this before storing. script: ReferenceAlias Property BDSM_NPCAlias1 Auto The reference alias (base) is generated in skyrim.esm including race. This ist used for the Zapfurniturescript. Load order doesn't matter in this case, as the parameters come from skyrim.esm Hide contents No, I'm afraid what you say is not correct. "script: ReferenceAlias Property BDSM_NPCAlias1 Auto" ReferenceAlias: This simply says that this property is a Quest Alias Reference to an Object. Property: This says this is a definition of a script property BDSM_NPCAlias1: The name used in the script Auto: Automatically fill this property from the .esp if it has a value (pretty sure) In Creation kit, all of these references must then be linked when the script is added to a quest, a magic effect, or whatever. It then tells skyrim where these references point. In this case, ReferenceAlias Property BDSM_NPCAlias1 Auto points to Quest Alias BDSM_NPCAlias1 in quest ZFPAliases, which is set as a forced reference (NONE). The ReferenceAlias does not care who it is nor make any changes to that actor, apart from making them carry out an AI Package (basically SitTarget) attached to that Alias, (because Alias packages override Actor packages). You are not reading the console message correctly. What it is saying is that Ionas parameters were defined originally in Skyrim.esm (She is a vanilla character) It says that she was last redefined by ZAPFurnitureplacer.esp (Oops, I left a copy of Iona's vanilla records in the esp so it 'mods' her back to Vanilla if she has been changed). (Load order does matter in that case, as any esp placed after ZAPFurniturePlacer with modded Iona records should then override these again) This is nothing to do with "the script". This is do do with the ESP, the mod file itself. A script is a .psc (source) or .pex (compiled), there are over 40 of them in this mod. The console says ZAPFurnitureplacer.esp and that is the MOD FILE and NOT a script. Use TesVedit, remove Ionas data lines from the ESP and this message will disappear. I already provided you with an updated ESP file as an example. Also, as has been said many times: SPECIAL EDITION IS NOT SUPPORTED and I cannot fix any errors that you may encounter. This was made on Legendary Edition (Oldrim), SE uses a different form type and many records are in different places, using an LE mod on SE can cause strange unexplained errors with your game. Use at your own risk! 1
Tlam99 Posted August 22, 2021 Posted August 22, 2021 Ok, then it's clear. I tried to find why it changed the npc. It was the leftovers in the esp. Ty for your patience and response 1
Cycorix Posted August 22, 2021 Author Posted August 22, 2021 (edited) 1 hour ago, T-lam said: Ok, then it's clear. I tried to find why it changed the npc. It was the leftovers in the esp. Ty for your patience and response I hope this fixes it for you ? Sorry, Skyrim can be a frustrating game to work with haha Spoiler this could be proved if you have any other actors of the new race. If they work fine and the glitch is only on Iona, it's definitely that record in the ESP. I changed Iona's AI package in one of the test builds, and somehow a vanilla copy of her records got saved into the esp, creation kit is weird sometimes. there is a cleaned ESP in one of the posts above, I will clean the other esps and if you could tell me if it works that would be great thanks. If it doesn't then I'm afraid I don't know what your issue is as I don't have special edition or any race mods to test it with. 4 versions now with cleaned ESPs to remove the leftover Iona records. Use one of these and it should work. (this + 1 other bugfix now uploaded to main file page. anyone having trouble with Iona (riften housecarl) or player spells not adding on new game should re redownload the archive ZAP_Helper_Addon_Extension_2.01_FEMALE.rar ZAP_Helper_Addon_Extension_2.01_MALE.rar ZAP_Helper_Addon_Extension_2.02b_FEMALE.rar ZAP_Helper_Addon_Extension_2.02b_MALE.rar Edited August 22, 2021 by Cycorix 2
gender65 Posted August 22, 2021 Posted August 22, 2021 (edited) Thank you for the corrections. Now this version works for me.Earlier versions did not run at all. Is it possible to make clothes or armor automatically removed when locked in furniture ? Edited August 22, 2021 by gender65
Cycorix Posted August 22, 2021 Author Posted August 22, 2021 20 minutes ago, gender65 said: Thank you for the corrections. Now this version works for me.Earlier versions did not run at all. Your error was nothing to do with the above discussion, it was due to a QF Papyrus Fragment. The mod was actually running for you, you just didn't have the spells added to player.
Cycorix Posted August 22, 2021 Author Posted August 22, 2021 (edited) 42 minutes ago, gender65 said: Is it possible to make clothes or armor automatically removed when locked in furniture ? (Thanks SSLV++ source scripts...) Function StripPlayer() playerref.UnequipItem(playerref.GetEquippedWeapon(),false,true) playerref.UnequipItem(playerref.GetEquippedWeapon(true),false,true) playerref.UnequipSpell(playerref.GetEquippedSpell(0),0) playerref.UnequipSpell(playerref.GetEquippedSpell(1),1) playerref.UnequipSpell(playerref.GetEquippedSpell(2),2) ; Strip apparel StripArmor(0x00000002); Hair StripArmor(0x00000008); Hands StripArmor(0x00000080); Feet StripArmor(0x00000004); Body StripArmor(0x00000020); Necklace StripArmor(0x00000040); Ring StripArmor(0x00000200); Shield StripArmor(0x00001000); Circlet ; Strip misc. StripItem(0x00020000); Slot 47 - Backpack StripItem(0x00400000); Slot 52 StripItem(0x01000000); Slot 54 StripItem(0x40000000); Slot 60 StripItem(0x50000000); Slot 61 - FX01 ; Strip non-locking items in DD slots (skip plugs because they might be blocked by a belt) StripItem(0x00004000); Slot 44 - Gag StripItem(0x00008000); Slot 45 - Collar StripItem(0x00010000); Slot 46 - Yokes / Armbinder (and Cloaks) StripItem(0x00080000); Slot 49 - Belt or Panties StripItem(0x00100000); Slot 50 - Vaginal Piercing StripItem(0x00200000); Slot 51 - Nipple Piercings StripItem(0x00800000); Slot 53 - Leg Cuffs StripItem(0x02000000); Slot 55 - Blindfold StripItem(0x04000000); Slot 56 - Bra StripItem(0x10000000); Slot 58 - Harness or Corset StripItem(0x20000000); Slot 59 - Arm Cuffs EndFunction Function StripArmor(int slotMask) Armor a = playerref.GetWornForm(slotMask) as Armor if (a == None) || (a.HasKeywordString("zad_Lockable")) return endif If (a.HasKeywordString("ArmorClothing") || a.HasKeywordString("ArmorHeavy") || a.HasKeywordString("ArmorLight") || a.HasKeywordString("ArmorJewelry")) playerref.UnequipItem(a, false, true) endif EndFunction Function StripItem(int slotMask) Armor a = playerref.GetWornForm(slotMask) as Armor if (a == None) || (a.HasKeywordString("zad_Lockable") || a.HasKeywordString("SexLabNoStrip")) return endif playerref.UnequipItem(a, false, true) EndFunction Maybe. a) I don't know if I have all the sources needed to compile the above script. Also it's for the player, not an npc. b) Probably don't want it to strip DDs c) no idea how to return their stuff upon release d) this might break all sorts of other things ? But if such a script were added under the function "Alias(x)SitState", in ZFPAliasControlScript, which is an OnSit event..... Maybe. ( otherwise just use Extensible Follower Framework, force recruit them as one of your 100 followers (more than enough slots for ZFP), and just take all their equipment away. ) Seriously just use EFF. Even if this script worked they might just re-dress themselves when you enter and leave the cell. And since this mod is designed to keep them locked up when you enter and leave areas... That would become an issue, because the OnSit event would not re-fire. The nice thing about EFF is that as far as I've tested, it already works. It will bake scripts into your save game though so don't mess around once you're actually using it. Edited August 22, 2021 by Cycorix 1
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