nekekami Posted March 25, 2014 Posted March 25, 2014 I can't seem to get this to work no matter what I do so I'm assuming I'm doing the wrong things. I'm trying to get submit to not remove certain player items (piercing) by adding the nostrip keyword but no luck. What I've tried so far is adding sl as a dependency to avoid a duplicate keyword issue, added the keyword to the items, added the items to the nostrip formlist, tried making new items from scratch in game...think that's it. Can someone explain like I'm 5 what I'm missing here?
Ashal Posted March 25, 2014 Posted March 25, 2014 It doesnt' ahve to use the SexLabNoStrip keyword in the sexlab.esm, it can be any keyword that includes the words "NoStrip" anywhere in it the keyword "StripThisOrDiePainfullyNotNoStrip" will not strip because it contains the words "NoStrip" in it. Where you're probably running into trouble however is it only checks an item ONCE and then adds the item to a form list for Strip or NoStrip, that way in the future it skips the very slow process of checking for the keyword. So you can add the keyword all you want, if you've already stripped it once, it will strip every time afterwards unti you clear the Strip/NoStrip cache. Running clean system from the Rebuild & Clean MCM page should clear your Strip/NoStrip cache, forcing the item to be checked for the keyword again next time it's stripped.
Emberheart Posted March 25, 2014 Posted March 25, 2014 I believe equiping items in the console with the 'equipitem <ID> 1' also prevents removal, but some mods may override that. The separate 1 after the <ID> means that the item is acting identical to a quest-bound item that may not be taken off, such as Hircine's Ring during ill met by moonlight.
nekekami Posted March 25, 2014 Author Posted March 25, 2014 Awesome thanks guys,I'l give that a shot.
Min Posted March 25, 2014 Posted March 25, 2014 Submit for whatever reason uses UnequipAll() instead of SexLab's StripActor function. You can't avoid having your items stripped by this function (Though, you could reequip them via script). http://www.creationkit.com/UnequipAll_-_Actor
nekekami Posted March 25, 2014 Author Posted March 25, 2014 well then, damn i have noticed it doesn't remove quest items so if I made a dummy quest and turned those into quest items I'm guessing i would at least keep them, would it still strip them and just leave them in the inventory or would it not touch them at all? -edit- yeah for reference the console command trick gets bypassed by that as well so no luck there
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