It would appear, unfortunately, that my earlier optimism is unfounded. Let me see if I can describe the problem...I've been at this for about 4 hours now, so apologies if I sound confused anywhere.
Trying to add a set of static alchemy gear to a mod that isn't AFK_Weye this time, although I've found the same problem in AFK_Weye 2.1, so:
I have the set of stock COBL static alchemy gear using the stock script. They're all persistent refs, marked as initially disabled, given names, with the proper ownership set. They're enabled via this script fragment, which should also add a set of novice gear to them:
if Doonce4 == 0 if FrostCragAlchemyParentREF.GetDisabled == 0 set AFKFrostcragStaticMortPestRef.rMortPest to MortarPestle set AFKFrostcragStaticMortPestRef.MortPestQual to 10 set AFKFrostcragStaticMortPestRef.rCalc to Calcinator set AFKFrostcragStaticMortPestRef.CalcQual to 10 set AFKFrostcragStaticMortPestRef.rRet to Retort set AFKFrostcragStaticMortPestRef.RetQual to 10 set AFKFrostcragStaticMortPestRef.rAlem to Alembic set AFKFrostcragStaticMortPestRef.AlemQual to 10 set AFKFrostcragStaticCalcRef.rMortPest to MortarPestle set AFKFrostcragStaticCalcRef.MortPestQual to 10 set AFKFrostcragStaticCalcRef.rCalc to Calcinator set AFKFrostcragStaticCalcRef.CalcQual to 10 set AFKFrostcragStaticCalcRef.rRet to Retort set AFKFrostcragStaticCalcRef.RetQual to 10 set AFKFrostcragStaticCalcRef.rAlem to Alembic set AFKFrostcragStaticCalcRef.AlemQual to 10 set AFKFrostcragStaticRetortRef.rMortPest to MortarPestle set AFKFrostcragStaticRetortRef.MortPestQual to 10 set AFKFrostcragStaticRetortRef.rCalc to Calcinator set AFKFrostcragStaticRetortRef.CalcQual to 10 set AFKFrostcragStaticRetortRef.rRet to Retort set AFKFrostcragStaticRetortRef.RetQual to 10 set AFKFrostcragStaticRetortRef.rAlem to Alembic set AFKFrostcragStaticRetortRef.AlemQual to 10 set AFKFrostcragStaticAlemRef.rMortPest to MortarPestle set AFKFrostcragStaticAlemRef.MortPestQual to 10 set AFKFrostcragStaticAlemRef.rCalc to Calcinator set AFKFrostcragStaticAlemRef.CalcQual to 10 set AFKFrostcragStaticAlemRef.rRet to Retort set AFKFrostcragStaticAlemRef.RetQual to 10 set AFKFrostcragStaticAlemRef.rAlem to Alembic set AFKFrostcragStaticAlemRef.AlemQual to 10 AFKFrostcragStaticMortPestRef.enable AFKFrostcragStaticCalcRef.enable AFKFrostcragStaticRetortRef.enable AFKFrostcragStaticAlemRef.enable set Doonce4 to 1 endifendif
In other words, basically what I was told to do in the previous set of posts. Great. However, problems arise in a couple of different ways.
- Never mind the initially disabled flag, none of the pieces are actually disabled - they display as empty pieces. The script fragment haama posted, when applied (to a new script on new clones of the gear) makes each piece invisible fine, but you can still interact with it. At no point is any of it actually disabled. How that's happening is completely beyond me, but there it is. That could be surmountable, except:
- Using the script with haama's code applied produces gibberish when automatically filling the static gear. I seem to, for some reason, reliably end up with the alembic having a retort model, the calcinator remaining empty, the mortar/pestle having the calcinator model, and the retort remaining empty. This set of gear is unusable, can't be returned to inventory with the returner, and the only way to fix it is to manually add a full set. So that's not good, except it's not the worst problem I'm having:
- No matter what, using the stock script, haama's script with no gear, start the gear enabled, whatever, the script that automatically adds gear to the static gear ONLY works so long as the player has never ever entered the cell containing the static gear. As long as that's the case, everything's great. If the player has ever entered the cell with the static gear (which is to say, if it's ever been loaded), the automatic gear adding fails and you have to manually add more.
- Fortunately, at least you can always add gear manually, but that's not what I want, really.
As best I can figure it out, the way to surmount this involves a super hackish solution where I stash the static gear in some holding cell somewhere until I "enable" it, then use XMarkers and MoveToMarker to drop it into position. That's pretty far from ideal, though, and I figure there must be a better way, some super obvious solution I'm missing, only I can't really figure out what it might be. Any suggestions?