largest book ingame?

Post » Sun Nov 18, 2012 11:27 pm

Hi what is the largest book ingame?

and ist there any ingame book that can be consulted like moving the pages but not picked ?

also is there any reading book stand ?
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Taylrea Teodor
 
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Post » Mon Nov 19, 2012 12:19 am

There is a checkbox in the book window called "can't be taken" but i havnt been able to get it to work. I found a work around would be to place your book, hit ctrl+d to duplicate it, then ctrl+f and swap it for an xmarker. Then attach the following script to the book base object (don't forget to fill the properties afterwords):

Scriptname CantBeTakenScript  extends ObjectReferenceBook Property myBook  autoObjectReference Property myMarker  autoEvent OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)   If akNewContainer == Game.GetPlayer()      akNewContainer.RemoveItem(myBook, 1, true)      Debug.Notification("You cannot take this")      myMarker.PlaceAtMe(myBook)   EndIfEndEvent

What it should do is allow the player to read your book, but if they try taking it, the game snatches it off them, tells them off, then puts it back. Only problem is the script doesn't put back the "same" book, but deletes the one taken from the player then places a new one at the xmarker.

Spoiler

Off Topic(-ish): Im not by my pc at the moment so can't test it but could someone confirm if this script (attached to the base object) would work to do the same thing but with no need for properties:

Scriptname CantBeTakenScript  extends ObjectReferenceEvent OnInit()   self.MoveToMyEditorLocation()EndEventEvent OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)   If akNewContainer == Game.GetPlayer()      akNewContainer.RemoveItem(self.GetBaseObject(), 1, true)      Debug.Notification("You cannot take this")      akNewContainer.PlaceAtMe(self.GetBaseObject())   EndIfEndEvent

My thinking behind it is it deletes the old reference and when it places a new reference at the player's feet, the onInit() will send it to the original spot

EDIT: I think I can answer my own question, no (I think). The new reference won't go to the same editor location because it wasn't the same one (duh!)

- Hypno
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Christina Trayler
 
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Post » Mon Nov 19, 2012 2:48 am

also is there any reading book stand ?
NobleLectern01
and there's one among the ruins clutter, too
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Catharine Krupinski
 
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Post » Mon Nov 19, 2012 9:11 am

NobleLectern01
and there's one among the ruins clutter, too
as an alternative
the Upper Furniture series, grab the "UpperShelf02" and scale it down about 10-20% (0.9-0.8) and tilt it about 8-12 degrees
From there just embed it into something else, a crate or a table, a counter, the sky is the limit
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Tom Flanagan
 
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Joined: Sat Jul 21, 2007 1:51 am

Post » Mon Nov 19, 2012 3:13 am

There is a checkbox in the book window called "can't be taken" but i havnt been able to get it to work. I found a work around would be to place your book, hit ctrl+d to duplicate it, then ctrl+f and swap it for an xmarker. Then attach the following script to the book base object (don't forget to fill the properties afterwords):

Scriptname CantBeTakenScript  extends ObjectReferenceBook Property myBook  autoObjectReference Property myMarker  autoEvent OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)   If akNewContainer == Game.GetPlayer()	  akNewContainer.RemoveItem(myBook, 1, true)	  Debug.Notification("You cannot take this")	  myMarker.PlaceAtMe(myBook)   EndIfEndEvent

What it should do is allow the player to read your book, but if they try taking it, the game snatches it off them, tells them off, then puts it back. Only problem is the script doesn't put back the "same" book, but deletes the one taken from the player then places a new one at the xmarker.

Spoiler

Off Topic(-ish): Im not by my pc at the moment so can't test it but could someone confirm if this script (attached to the base object) would work to do the same thing but with no need for properties:

Scriptname CantBeTakenScript  extends ObjectReferenceEvent OnInit()   self.MoveToMyEditorLocation()EndEventEvent OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)   If akNewContainer == Game.GetPlayer()	  akNewContainer.RemoveItem(self.GetBaseObject(), 1, true)	  Debug.Notification("You cannot take this")	  akNewContainer.PlaceAtMe(self.GetBaseObject())   EndIfEndEvent

My thinking behind it is it deletes the old reference and when it places a new reference at the player's feet, the onInit() will send it to the original spot

EDIT: I think I can answer my own question, no (I think). The new reference won't go to the same editor location because it wasn't the same one (duh!)

- Hypno
If the item is an ALIAS in a quest, then there's no need to do the Object-Switch (as far as I know).

If you pass AddItem() or RemoveItem() an ALIAS - instead of a base form - it will actually do a MOVE not a "create new". So putting it back where it was should work without the "switch"?
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Jennifer Munroe
 
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