Using Gray Cowl script on something else?

Post » Sun Oct 17, 2010 11:28 am

I always don't like The Gray Cowl, because it looks awful, so just now I tried to attach the script for it to another equipment.

I used the already present script for the cowl, the one attached to the very cowl itself ( TGGrayCowlScript). However, for some reason it doesn't really work. Sure, my infamy goes to 100, and may fame goes to 0, but people still recognize me as the Champion of Cyrodiil. Even the guards are willing to talk to me, only they won't talk much because of my infamy.

And when I remove it, the guards still won't talk much, as if my infamy is still above my fame (although the statistics show the correct points).

This is a bit funny. Is there a catch to Gray Cowl's script? Maybe there's another script that controls the behavior?

EDIT: I forgot, I've looked into the script and it only has OnEquip and OnUnEquip blocks. The GameMode block is only there for SI purpose, and doesn't govern anything fame-infamy or character-wise at all)
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Ian White
 
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Post » Sun Oct 17, 2010 2:09 am

I haven't looked, but I suspect there may be checks for "wearing Gray cowl" in the Guards' AI so if you're wearing/equipping anything else, it won't trigger there. Use the Find Text feature in the CS to look for references to the Gray Cowl, as you may have to update a few other things, too.
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Peetay
 
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Post » Sun Oct 17, 2010 3:56 am

LoL so many text I don't think I can check all of them tonight, but via the Find Text function, no script is there to check what kind of item am I wearing. I only use "Gray Fox", "Gray", and "GrayFox" though, will try "Cowl"

EDIT: I don't see any references to Gray Fox or Gray Cowl in any script on any guards. Maybe the condition in dialogues? Hmm..

EDIT2: AH HA! It's the condition in Dialogues, it checks if I'm wearing something with objectID TGGrayFoxCowl. Lol so many dialogues so I just changed the original's ID and make my clothing's ID into that. Let's see what happens

EDI3: LoL as I change the object ID the ids in the dialogue condition changes too. let's see if I can trick this
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Fam Mughal
 
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Post » Sun Oct 17, 2010 3:55 am

LoL so many text I don't think I can check all of them tonight, but via the Find Text function, no script is there to check what kind of item am I wearing. I only use "Gray Fox", "Gray", and "GrayFox" though, will try "Cowl"

EDIT: I don't see any references to Gray Fox or Gray Cowl in any script on any guards. Maybe the condition in dialogues? Hmm..

EDIT2: AH HA! It's the condition in Dialogues, it checks if I'm wearing something with objectID TGGrayFoxCowl. Lol so many dialogues so I just changed the original's ID and make my clothing's ID into that. Let's see what happens

EDI3: LoL as I change the object ID the ids in the dialogue condition changes too. let's see if I can trick this


Yep there are a bunch of "If Player.GetEquipped TGGrayFoxCowl ==1 " checks in the Crime Quest dialogs -- might try making copies of those checks and converting the check to your new items id so it also checks for it and does the same instead of trying to delete\change the original check !
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Justin Hankins
 
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Post » Sun Oct 17, 2010 1:59 pm

Well, seeing as I've already completed Thieves Guild quest, I simply change the model of the original Gray Cowl (and made a duplicate of the original in case I need it back). It works, and doesn't cause much headache
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Joey Bel
 
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