Hello all
First of all, I'm very new to modding and using the Creation Kit. I watched some tutorial videos and I'm willing to try something out.
You see: I'm trying to give all containers in the game (Vanilla, DLC and ones added by mods) weight limits. For instance: a chest should have be able to store more items than a barrel or a small sack.
I did some searching and I came across this script on the forums:
Besides from the videos I watched, I have totally no experience at all with scripting. So, to be sure, I have some questions before I'm going to try this out:
I apologise in advance for possibly newbie-sounding questions. Here goes.
1. I want to add a message when a container is full: "This
Should I just add the following?
Debug.Notification("Thisis full. ( "Current weight: " + fCurrentWeight )")
I thought I should put it just beneath the first and second "RemoveItem(akBaseItem, 1, False, akSourceContainer)". Is it correct to put it there?
So that will make the following:
Float fCurrentWeightFloat Property fMaxWeight = 420.0 AutoEvent OnItemAdded(Form akBaseItem, Int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) Float fWeight = akBaseItem.GetWeight() If aiItemCount > 1 Float fWeightTotal = fWeight * aiItemCount If fCurrentWeight + fWeightTotal > fMaxWeight Int iCount = aiItemCount While iCount > 0 iCount -= 1 If fCurrentWeight + fWeight > fMaxWeight RemoveItem(akBaseItem, 1, False, akSourceContainer) Debug.Notification("Thisis full. ( "Current weight: " + fCurrentWeight )") Else fCurrentWeight += fWeight EndIf EndWhile Else fCurrentWeight += fWeightTotal EndIf ElseIf fCurrentWeight + fWeight < fMaxWeight fCurrentWeight += fWeight Else RemoveItem(akBaseItem, 1, False, akSourceContainer) Debug.Notification("This is full. ( "Current weight: " + fCurrentWeight )") EndIfEndEvent
Does this look okay?
2. I don't want to change anything directly in a Bethesda Masterfile/mod plugin. I want to make my own plugin containing the changes (that apply the scripts). To do that I simply need to select a master file, don't select an active file, make the changes and then save the file as a new plugin?
3. The changes themselves. Just to make sure I'm doing the right thing. I need to select the container, right-click, select edit.
Then, in that window, I need to click "add". (I get an error: SCRIPTS: Cannot open store for class "SKI_configBase", missing file? which I just ignore I guess?)
Then, new script. -> Give it a name (Extends: ObjectReference). Right click on the script -> Edit source -> Enter the code above.
Then, save the file as a new plugin.
Should that do the trick, or did I forget something important?
Sorry if this may sound newbie, but I guess I have to start somewhere.
Thanks in advance
Kind regards
Andre