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Found 3 results

  1. I'm trying to use SKSE's GetNthForm(idxItem) function to output an item in a container, but next I'd like to change its ownership with the ObjectReference's function thisItem.SetActorOwner(thisActor). Is it possible to get the ObjectReference from its Form?
  2. Edit SOLVED Hello I need an function that enables (or disables or reset) and object reference which is placed by my mod. Activator of it is an MCM toggle button. I already did that for single objects - its working exactly as i wanted - problem is i did that by adding those objects as properties one by one. I got like 40 of those already - and by the time this mod reaches final stage it would be 100+. So doing it one by one doesn't sound like good idea. Can i group those objects somehow? Like for example parent-child link that disabling one object (parent) in some location would disable all others (childs) in the same location? Or some Alias? Keyword? Functions refuse to compile when i try to use these - says enable (for example) function not found even if my script extends objectreference. Please help a rookie modder in need This is how it looks in MCM script atm
  3. So I'm working on a script that is supposed to resemble the bound armor in TESIV. The variant that I'm having trouble with is one designed solely for NPCs. The goal is to have the spell trigger when the NPC goes into combat, and have it automatically dispel when he dies or leaves combat. I have just about everything sorted out, but I don't know how to have the "EquipItem" function reference the actor that the script is attached to. Here's what I have so far: Scriptname VHBoundArmorMythicDawnDeathDispel extends ObjectReference ;Begin Bound Armour list Armor Property Helmet Auto Armor Property chest Auto Armor Property boots Auto Armor Property Hands Auto ;End Bound Armour list ;Begin Regular Clothes list Armor Property Robe Auto Armor Property RobeBoots Auto Armor Property RobeHands Auto ;End Bound Armor list Message Property FailedEquip Auto Int Property Worked Auto SPELL Property ThisSpell Auto Event OnCombatStateChanged(Actor akTarget, int aeCombatState) if (aeCombatState == 1) SELF.AddItem(Helmet) ;SELF.EquipItem(Helmet) SELF.AddItem(chest) ;SELF.EquipItem(chest) SELF.AddItem(boots) ;SELF.EquipItem(boots) SELF.AddItem(Hands) ;SELF.EquipItem(Hands) SELF.RemoveItem(Robe) elseif (aeCombatState == 0) ;Put the same things as in "OnDying" in this area once bugs worked out else endif endEvent ;====================================================== ;The functions that have the semicolons are the ones that aren't working. Since they couldn't work, I nulled them for the time being ;so that the script could compile as-is. I'm wanting the person that this script is attached to to equip the items in those ;circumstances. ;====================================================== Event OnDying(Actor akTarget, Actor akCaster) SELF.RemoveItem(Helmet) SELF.RemoveItem(chest) SELF.RemoveItem(boots) SELF.RemoveItem(Hands) SELF.AddItem(Robe) ;EquipItem(Robe) ;EquipItem(RobeHands) ;EquipItem(RobeBoots) endEvent
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