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Found 2 results

  1. I have an ability on the player with a magic effect that does nothing except carry a script. The script is intended to detect when a location change occurs (vanilla detects this without registering for any events), then determine a bit about what location was entered based on the keywords attached. I'd like my mod to execute commands only if it is a city/town that I'm entering. The script looks like: Scriptname checkLoc Extends ActiveMagicEffect Keyword Property LocTypeTown Auto Keyword Property LocTypeCity Auto Keyword Property LocTypeHabitationHasInn Auto Keyword Property LocTypeDwelling Auto Event OnLocationChange(Location akOldLoc, Location akNewLoc) Utility.Wait(1) If akNewLoc.HasKeyword(LocTypeTown) Debug.MessageBox("Town entered") ElseIf akNewLoc.HasKeyword(LocTypeCity) Debug.MessageBox("City entered") ElseIf akNewLoc.HasKeyword(LocTypeHabitationHasInn) Debug.MessageBox("Habitation with Inn entered") ElseIf akNewLoc.HasKeyword(LocTypeDwelling) Debug.MessageBox("Dwelling entered") Else Debug.MessageBox("New Loc "+ akNewLoc+ " does not fit any keywords") EndIf EndEvent All properties have been fitted inside the CK where the script is attached to the magic effect. The Utility.Wait(1) was just thrown in there to see if the game needed a little time to get its facts straight (it didn't help). Testing this on the WhiterunLocation (Form ID: 00018A56), it gives me the last messagebox that says nothing fits (When actually LocTypeCity and LocTypeHabitationHasInn both apply). I also ran to Riverwood to see if it'd identify the town, but it also said nothing fits. Even going in houses/interiors that should be dwellings also say nothing fits. Is there a special way to detect keywords on locations or does HasKeyword not work on locations? Maybe there is another, easier, way to detect whether we've just entered a town or city? I also tried referencing the PlayerRef property, fitting the PlayerRef property in CK, and calling PlayerRef.GetCurrentLocation() to test for the keywords, but that failed to even call a location. It always returned "None". Its odd, because the HasKeyword CK webpage includes an example that detects the keyword on a location: https://www.creationkit.com/index.php?title=HasKeyword_-_Form Any help would be appreciated. I'm stumped.
  2. I'm working on a crafting mod that will utilize Game Setting sGenericCraftKeywordName09. As some may know 1-7 are used by Hearthfire while 10 is used by Dawnguard. Immersive Armors by Hothtrooper44 is a current mod I have, that utilizes 8. I followed this tutorial but found it to be rather vague - http://www.creationkit.com/Customizing_Crafting_Categories. I set up a keyword attached it to my items, added the keyword to the correct Object Id, and set the Label for the Game Setting. The items have crafting recipes in the Constructible Object tab of Creation Kit. In game when crafting all items appear under the Misc. category. In one case the item set doesn't even appear but I believe this to be a mistake on my part. The new category I created does not appear. I've tried other methods such as example 1 in the tutorial, but in that case the modded crafting category no longer appears. I've read several forum posts with other modders having the same problem but no solution. I have not found one such post on TESA. If there is one, a link will be appreciated. Further information will be provided as necessary.
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