Display case issue

Post » Wed Jun 20, 2012 9:35 am

When I put amulets/circlets in a display case and close the lid (while in-game), the item doesn't spawn inside the case after reloading the cell. The item spawns on top of the display case instead.

How do I fix this, or do I have to wait for a possible update by bethesda if this is a bug.
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Wed Jun 20, 2012 12:44 am

Is this a CK question, or a Skyrim question? In the editor if you put an item in the case, it will spawn in the case. Items spawn in their EditorLocation by default. If you want to put a marker inside the case and use MoveTo to put items in there at runtime, that should work too, though you'll have to do a bit of fiddling to get the ideal X,Y,Z,Rotx,roty,rotz to put the item at to make it sit nicely in the case.

You could write a "Placeincase" activator for the display case that will keep track of the position and rotations of items in the case and put them in the right spots when the cell loads.
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Wed Jun 20, 2012 1:07 pm

It's a skyrim question, but I'm posting this because I added the display case to a custom home via the Creation kit. I'm putting the item in the case INGAME, but it spawns on top of the case when I reload the cell.

I'd have no idea how to script an activator to store items.
User avatar
Jason King
 
Posts: 3382
Joined: Tue Jul 17, 2007 2:05 pm

Post » Wed Jun 20, 2012 5:58 am

It's a skyrim question, but I'm posting this because I added the display case to a custom home via the Creation kit. I'm putting the item in the case INGAME, but it spawns on top of the case when I reload the cell.

Can I use activators to place amulets and circlets? I didn't see one for anything besides weapons. Do you mean for me to make one from scratch? I'd have no idea how to do that.

Copy the weapon one, then modify it. maybe make a series of arrays that keeps track of up to 128 items (ObjectReference), their relative X,Y,Z positions (3 floats) and X,Y,Z Rotations (3 more floats)

Then in the OnCellLoad, it would cycle through "It's" items and move them to it's remembered positions for them, set their rotations, and tag them with "NoHavokSettle" so they stay put.
User avatar
R.I.P
 
Posts: 3370
Joined: Sat Dec 01, 2007 8:11 pm

Post » Wed Jun 20, 2012 9:42 am

The only way I can see using an activator would be to make a script that asks which type of armor you want to put in the case (amulet or circlet). I'm going to have to ask for help to get this to work.

Here's what I managed to come up with thus far: http://pastebin.com/KuSqyb5h

But I would be much happier if the items stopped jumping out of the damned case :)
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Wed Jun 20, 2012 12:41 pm

Anyone else have a solution for the bugging display case? Or if you can script, help me out with the activator?
User avatar
Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Wed Jun 20, 2012 1:00 am

I'm not exactly sure when OnCellAttach() fires, so this is for OnCellLoad():

Event OnCellLoad()    if (PlayersDroppedWeapon)        HandleArmorPlacement()    endifEndEvent
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed Jun 20, 2012 2:04 pm

The problem I'm having so far is, a Display case is a "door" as far as the game is concerned, so you can't use it as an objectreference, which complicates it a bit.
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Wed Jun 20, 2012 9:31 am

Woops, must have deleted that by accident. Right now I'm more concerned with

EVENT GetWantedType()	Dialogue.Show(NEWDIALOGUE)	; Show a dialogue asking what the player to choose amulet or circlet		if (ChosenArmor) == Amulet		Game.GetPlayer().GetEquippedItemType(1)	endif	if (ChosenArmor) == Circlet		Game.GetPlayer().GetEquippedItemType(1)	endifendEVENT

Which should bring up a dialogue box asking the player if they want to store an amulet or a circlet, then assign the type to the item to be dropped and attached to the display case.

Revised and added some more to the new GetWantedType Event
http://pastebin.com/raw.php?i=KuSqyb5h

I also need to change up a few properties.

Also, Credits will be given on my mod page to those who help.
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm


Return to V - Skyrim