Weapon rack items marked as "steal" not "take&#3

Post » Fri Nov 16, 2012 3:47 pm

Hi all, first post here in the CK forums so go easy on me. :)

What I want to do is put a usable (by me) weapons rack in a cell that is NOT part of a player home. Specifically, the Palace of the Kings upstairs (2). This would be the section of the Palace where the Jarl and his top dudes have their private rooms.

I have done that successfully, looks great and works, the only problem is that once I place an item on the rack it is marked as red when I go to take it again, and the only option is to Steal it, not Take it.

Now I am at the point in the game where I have pretty much free access to anything else in the Palace, including that part of it, I can walk in and take everything I see and it's not stealing. I have looked at the specs for other existing items that I can take and can't see anything obvious that I need to change to make the new rack be something I can take things from without penalty.

This happens when I use the "player home" versions of the rack and activator, if I try the other version (like what is found in the common areas of Jorrvaskr, for instance) the rack doesn't work for me at all - I don't get the option to place anything on it.

I have tried setting ownership on the racks to Player, tried setting the ownership faction to the same one used by the beds there in which I'm allowed to sleep, but that doesn't seem to make any difference.

Since I have absolutely no idea what I'm doing, other than looking at existing objects that I know work a certain way for reference on what to do and not do, I'm kinda stumped at this point.

Any help will be greatly appreciated!
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[ becca ]
 
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Post » Fri Nov 16, 2012 10:28 pm

It looks like you have tried everything I could think of when dealing with that type of issue...you could try http://www.gamesas.com/topic/1372057-universal-item-display-script-weapons-shields-potions-etc-mini-tutorial/page__p__20733653#entry20733653 by Amethyst Deceiver for a good, flexible way to display things.

If anything it is a quick/easy way to try another method to display your weapon, if it still says it's stealing then it must have something to do with that cell.
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Hannah Barnard
 
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Post » Fri Nov 16, 2012 4:02 pm

If the location/cell is owed by an NPC, then anything in that location is owned by the same NPC (if I remember correctly!).

If the location/cell is owned by a FACTION (rather than a single NPC), then temporarily adding the PC to that faction will allow you to take items (you might be able to add the PC to the relevant faction when you Activate the WeaponRack?)

Note: Editting the ownership of a vanilla location/cell may well break quests and other things that use that location ... so be careful :wink:


IDK if adding the PC to a FACTION that is ALLIED to the Owning-Faction will allow you to take ... IF it does, then you could create an Ally-Faction to add the PC to ... This wouldn't break anything (assuming the cell is owned by a Faction - in Vanilla - rather than a single NPC).

OR ... If it is owned by a specific NPC ... There's also the Favours-thing ... The PC can take whatever they want from a follower, because of the relationship to that follower ... So MAYBE you can set the PC's relationship with the Owner-NPC of a vanilla cell to Ally ... Then maybe you can take?
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SaVino GοΜ
 
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Post » Sat Nov 17, 2012 4:39 am

Yeah, I'm already reasonably sure that it has to do with the fact that I don't own the cell. What's weird though is that by virtue of my relationship to the NPC/faction that does own it, I can take anything else in it without it being considered a theft. I can also drop other items that I already own and place them around the cell and go back later and take them and they are not marked as stolen just because I left them there. It's only items placed on the rack. I've also tried putting a PlayerHouseChest right next to the rack, and I can store and remove items from that without committing any crimes against whoever owns the cell.

How do I find out what NPC or faction owns the cell? I would assume it's the WindhelmJarlOwnership faction, since that's the faction that owns the bed.
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Ellie English
 
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Post » Fri Nov 16, 2012 2:05 pm

Looks like the owner faction of windhelmpalaceupstairs02 is the WindhelmPalace faction. By the way you can see this by right clicking on the cell in the Cell View window > Edit > and find the interior Data tab.
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Paula Rose
 
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Post » Sat Nov 17, 2012 1:35 am

Looks like the owner faction of windhelmpalaceupstairs02 is the WindhelmPalace faction. By the way you can see this by right clicking on the cell in the Cell View window > Edit > and find the interior Data tab.

Thanks, I did find that. I've tried adding that to the Factions listed for Player in the mod that contains puts the weapon rack in, but it has no effect. Neither does adding the WindhelmJarlOwnership faction.

Do I need to add myself to the faction via the console while I'm actually in the game for that to work?
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Amy Siebenhaar
 
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Post » Fri Nov 16, 2012 3:35 pm

you can add the following in the WeaponRackActivateSCRIPT at the very end of the HandleWeaponPlacement() function

PlayersDroppedWeapon.SetActorOwner(Game.GetPlayer().GetActorBase())
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christelle047
 
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Post » Fri Nov 16, 2012 2:42 pm

you can add the following in the WeaponRackActivateSCRIPT at the very end of the HandleWeaponPlacement() function

PlayersDroppedWeapon.SetActorOwner(Game.GetPlayer().GetActorBase())

Could you be more specific about where this should be added? I am completely unfamiliar with these scripts and "HandleWeaponPlacement()' appears numerous times in that one. I don't know if I should be looking at where it appears under the section for standard racks, or something more general.
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hannah sillery
 
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Post » Fri Nov 16, 2012 6:52 pm

Amethyst means to put it at the end of the:

Function HandleWeaponPlacement()
...
...
...
<---- INSERT IT HERE ---->
endFunction

note the Function bit at the start ... that will only appear once (when followed by HandleWeaponPlacement()) ... every other time you see HandleWeaponPlacement() it is a line calling that function from other script ;)

(hope that's clear ... I'm often rubbish at being clear)
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Angelina Mayo
 
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Post » Sat Nov 17, 2012 5:46 am

Could you be more specific about where this should be added? I am completely unfamiliar with these scripts and "HandleWeaponPlacement()' appears numerous times in that one. I don't know if I should be looking at where it appears under the section for standard racks, or something more general.
A function can be called numerous times, but will only be defined once (unless there are states involved but I suppose it's not the case). it will be defined as:
Function HandleweaponPlacement( there could be some paramethers here)codeHere, is where you need to place the line Amethyst postEndFunction
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aisha jamil
 
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Post » Fri Nov 16, 2012 7:21 pm

Amethyst means to put it at the end of the:

Function HandleWeaponPlacement()
...
...
...
<---- INSERT IT HERE ---->
endFunction

note the Function bit at the start ... that will only appear once (when followed by HandleWeaponPlacement()) ... every other time you see HandleWeaponPlacement() it is a line calling that function from other script :wink:

(hope that's clear ... I'm often rubbish at being clear)
A function can be called numerous times, but will only be defined once (unless there are states involved but I suppose it's not the case). it will be defined as:
Function HandleweaponPlacement( there could be some paramethers here)codeHere, is where you need to place the line Amethyst postEndFunction

Thanks, that was the first thing I tried and it didn't work.

Just to be clear - because I'm not sure if I am supposed to be doing this through the CK or just opening the file and editing it - I am going in the Data folder for the game, into the Scripts folder, into the Source folder, opening the WeaponRackActivateSCRIPT.psc file (in Notepad, because Windows doesn't know what else to use), finding the section that starts with

Function HandleWeaponPlacement(bool ForStartingWeapon = FALSE)

and putting the new line of code at the bottom of the section here:

endif
TriggerMarker = NONE
PlayersDroppedWeapon.SetActorOwner(Game.GetPlayer().GetActorBase())
EndFunction


Then I'm saving the file with the line added and loading the game. Items place in the rack are still marked as Stolen if I take them again though.


EDIT: Thanks for your help guys, I tried adding myself to the WindhelmPalace faction via the console from within the game and that worked. Probably should've just tried the simplest option first, lol, but then I wouldn't learn as much! :)
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Roberto Gaeta
 
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Post » Sat Nov 17, 2012 3:27 am

IDK if what Amethyst posted will work ... I have never used that mod/scripts. All I can tell you is where Amethyst meant you to put it (and you are correct, looking at your post)

I assume you - your character - are placing the weapon in the rack in the first place? From what I can see from this, that must happen for it to work (i.e. you can't place items in the rack in the CK, or whatever, and then try to pick them up)


And, if I were you, I would edit the script in the CK, rather than just the text file ... but I think other people will tell you to do the opposite! (I don't think it matters, in this instance?)
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Khamaji Taylor
 
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Post » Sat Nov 17, 2012 12:47 am

IDK if what Amethyst posted will work ... I have never used that mod/scripts. All I can tell you is where Amethyst meant you to put it (and you are correct, looking at your post)

I assume you - your character - are placing the weapon in the rack in the first place? From what I can see from this, that must happen for it to work (i.e. you can't place items in the rack in the CK, or whatever, and then try to pick them up)


And, if I were you, I would edit the script in the CK, rather than just the text file ... but I think other people will tell you to do the opposite! (I don't think it matters, in this instance?)

I was loading the game and going into the Palace and placing weapons on the rack, so far the only thing that worked was adding myself to the faction that apparently owns it. As long as something works, I'm happy. :)
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Tyrel
 
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Post » Sat Nov 17, 2012 2:41 am

I was loading the game and going into the Palace and placing weapons on the rack, so far the only thing that worked was adding myself to the faction that apparently owns it. As long as something works, I'm happy. :smile:
Maybe the scripting doesn't quite allow what Amethyst thought it would, then?

Anyway ... I thought you would fix your issue by doing what you have ... So glad it is working for you

Just to make things simpler, in the long term, and help you with any compatibility issues with other mods that might arise in the future ...

Have you tried creating a PlayerInBluePalace Faction that is ALLY of the owning BluePalace Faction ... If you add the PC to your Ally Faction, can you still take?

(You could add the PC to that Faction when you Activate the Weap-Rack ... But I'm not sure there is an "unactivate" for you to use to remove PC from the faction?)

If you can, and you do it like that, you've editted nothing from Vanilla and so stand a very good chance of being compatible with most other mods.

Worth a quick try, just to see, I think :smile:
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Adam Porter
 
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Post » Fri Nov 16, 2012 6:20 pm

@h4vent: it's actually the Palace of the Kings in Windhelm. I've played through the CW for the Stormcloaks, except for the final battle in Solitude, which puts me in good enough with Ulfric that I could pretty much live there if I wanted to. Food, drink, storage, loose items, most of the sleeping accommodations - they're all mine for the taking as long as they are in the common areas or (as far as I can tell) anywhere other than Wuunferth's room. Which is why I thought it would be cool to add in a couple extra things like a player chest that doesn't respawn and a weapons rack that I could add/remove items to as well.

No problem with the chest so far but the rack just refused to be mine. In all honesty I mostly wanted the rack for things given to Ulfric, primarily Queen Freydis' sword which I always end up finding for the blacksmith so he can give it to the Jarl except he NEVER DOES, lol. so I bought it back from his inventory and then wondered how best to make it a part of Ulfric's "armory" in a way that didn't involve stuffing it in a chest somewhere. Also I use Ulfric as a follower sometimes so a weapons rack to keep his extra gear on for easy access when I do that is really, really nice. I also drop a mannekin there for any extra armor I want to give him. At least I know that should work fine cuz I've already tried it in a previous game.
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lisa nuttall
 
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