trepleen Posted August 25, 2014 Posted August 25, 2014 For example: akSpeaker.EquipItem(DeviousDevicesRopeTie) Is there anyway to check to see if that item exists by name and equip it without having the devious devices mod installed? There has to be some way to recognize objects(actors, items) from other mods without installing them.
b3lisario Posted August 25, 2014 Posted August 25, 2014 Take a look at Game.GetFormFromFile() Anyway, you need DeviousDevices installed or no item will be recognized.
aqqh Posted August 26, 2014 Posted August 26, 2014 Isnt it kinda risky? For example if you make a reference to an object that would be missing skyrim could decide its enough for a reason to crash itself.
Veladarius Posted August 26, 2014 Posted August 26, 2014 You would have to set up a number of checks to make sure the mod is there and skip the equipping if they were not. A number of mods have similar soft dependencies, both Cursed Loot and Deviously Helpless both had them on Captured Dreams. If you intend to use a number of the devices from Integration you are better off using it as a Master and learn how to use the commands included with it for adding and removing devices, unequip item will not work to remove them.
Srende Posted August 26, 2014 Posted August 26, 2014 Like Veladarius noted, you'll want to include DDi as a master in this case. The items are a bit more complex than normal items and require equipping through the scripts in DDi. I recommend looking through the documentation here.
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