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Does The Ck Have Anything To Recognize The Type Of Item An Npc Has Equipped?


Mud

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Posted

Hiya, got another question on making NPCs here. I'm filling up one of my NPCs with custom dialogue, and as part of her combat lines I wanted her to be able to say different things depending on whether she has a bow or a two-handed weapon equipped, as she is going to be proficient in both. I know Papyrus scripts are able to recognize this, but can the CK's functions do it as well? The GetEquipped condition in the dialogue options seems to only be able to set individual items, and the GetEquippedItemType condition just has the Left hand, Right hand, Voice, and Instant slots conditions, no actual "item types". If the CK doesn't have this ability, I'd like to know.

Posted

You could use WornHasKeyword as Condition Function. And then look for a keyword like mace, weapon shield etc. There are other condition functions which does the job too, but I don't recall them right now.

Guest Ragna_Rok
Posted · Hidden by DoctaSax, May 11, 2014 - shameless self-promotion, OT
Hidden by DoctaSax, May 11, 2014 - shameless self-promotion, OT

and there i was just about to post "no sorry, got no fucking clue" ... nice to see new faces around here, heromaster :)

 

*back to skyrim... gotta check my new 3 butcher iron axes... hm.. dafuq did i name them again? .. oh, right... battleaxe, berserkaxe and iron-butcher*

 

ps: there u go, a "free like" for ur fast reply ;)

 

 

edit: hoooooly shit... jeez, i thought those 3 bitches would be... i mean, at least 2 of them seemed heavy... but.. holy fuck ... AWESOME! ... whatcha can make out of lousy fucking iron if you put the right spirit to it, its simply amazing... :blush:

Posted

You could use WornHasKeyword as Condition Function. And then look for a keyword like mace, weapon shield etc. There are other condition functions which does the job too, but I don't recall them right now.

Excellent, thanks for the tip. And I should set it to run on Subject?

Posted

 

You could use WornHasKeyword as Condition Function. And then look for a keyword like mace, weapon shield etc. There are other condition functions which does the job too, but I don't recall them right now.

Excellent, thanks for the tip. And I should set it to run on Subject?

 

 

If you want to check the player then set it to player. Subject is the NPC.

Posted

Yeah, I wanted her to have a set of lines like "Gotta aim for the head" available only when she had a bow equipped, and another set she could say with any weapon, plus a line or two referring to her weapon's weight that'd only make sense with a two-handed weapon. So Subject it is, then.

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