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[Script]Vampire Lord Equipment Check


Vain
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To create items that will still be "equipped" while transformed as a Vampire Lord you need to replace two vanilla scripts with your own.  Before you make any of the following changes to scripts I recommend making backups of the scripts you are editing, failure to do so make break your game and you may have to delete your scripts folder and verify the cache of your creation kit to repair it - repairing Skyrim will do nothing.
 
In order to compile your new scripts you will also have to declaring the following properties in VampireQuestScript OUTSIDE the Creation Kit.  Add them at the end of the script to be safe.
Spell Property LastPower Auto
Spell Property LastLeftHandPower Auto


DLC1VampireChangeEffectScript
You change line 1 and add lines 10, 11, 26, 27, 28

1. Scriptname <Your Script Name> extends ActiveMagicEffect  
2.  
3. ;======================================================================================;
4. ;               PROPERTIES  /
5. ;=============/
6.  
7. Quest Property PlayerVampireQuest auto
8. Spell Property VFXSpell auto
9. Perk Property DLC1VampireActivationBlocker  Auto  
10. Armor Property <Unique Keyword on Your Wearable Item> Auto
11. GlobalVariable Property p<Your Item's Global> Auto
12.  
13.  
14. ;======================================================================================;
15. ;               EVENTS                     /
16. ;=============/
17.  
18. Event OnEffectStart(Actor Target, Actor Caster)
19. Debug.Trace("VAMPIRE: Casting transformation spell on " + Target)
20.  
21. ; set up tracking
22. if (Target == Game.GetPlayer())
23. Game.DisablePlayerControls(abMovement = false, abFighting = false, abCamSwitch = true, abMenu = false, abActivate = false, abJournalTabs = false, aiDisablePOVType = 1)
24. Target.AddPerk(DLC1VampireActivationBlocker)
25. PlayerVampireQuest.Start()
26. if(game.getPlayer().isEquipped(<Your Item's Keyword>))
27.         p<Your Item's Global>.setValue(1)
28. endif
29. endif
30.  
31. VFXSpell.Cast(Target)
32. EndEvent


DLC1RevertEffectScript
Change line 1 and add lines 7, 17

1. Scriptname <Your Script Name> extends ActiveMagicEffect  
2.  
3. GLOBALVARIABLE PROPERTY pDLC1nVampireNecklaceBats Auto
4. GLOBALVARIABLE PROPERTY pDLC1nVampireNecklaceGargoyle Auto
5. GLOBALVARIABLE PROPERTY pDLC1nVampireRingBeast Auto
6. GLOBALVARIABLE PROPERTY pDLC1nVampireRingErudite Auto
7. GLOBALVARIABLE PROPERTY p<Your Item's Global> Auto
8.  
9. Event OnMagicEffectStart()
10. Game.GetPlayer().RemoveSpell(DLC1RevertForm)
11.  
12. ;turn off all the vampire necklace/ring variables when we change back
13.     pDLC1nVampireNecklaceBats.setValue(0)
14. pDLC1nVampireNecklaceGargoyle.setValue(0)
15. pDLC1nVampireRingBeast.setValue(0)
16. pDLC1nVampireRingErudite.setValue(0)
17. p<Your Item's Global>.setValue(0)
18.  
19. If !Game.GetPlayer().IsInKillMove()
20. DLC1PlayerVampireQuest.Revert()
21. endif
22. EndEvent
23. 
24. 
25. Spell Property DLC1RevertForm  Auto 
26. 
27. DLC1PlayerVampireChangeScript property DLC1PlayerVampireQuest Auto

Simply replace the original scripts on the magic effects they effect, auto-fill the properties, and everything should work perfectly.

 

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Edited by Vain
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