Heres my SKSE version Idea in theory it should work. I will have static Misc Object Versions of all the meshes and when the player drops it it will set the angle of the X and Y axis to 0 and set the Z axis to the angle the player is facing. as well as set the position on the floor. That should work for static barrels and other statics just fine. but for the containers and beds lets say you wanted to place a chest In theory you drop the miscItem chest it goes to the floor sets the X and Y angle to 0 and sets the Z axis angle to where the players facing. then a Useable chest will be placed at the referencechest at the exact position and rotation and the reference chest will be deleted afterwards
In theory it should work but ill try and figure out the script for it. It shouldn't be that hard. ill try boolean values and stuff if all else fails Ill have to make multiple scripts
I use Pocket Empire Builder and I love it how will your mod work along with Pocket Empire Builder -- will it completely take its place or will it work along with it? What other items will you be adding. I have been wanting Pocket Empire Builder to cont. work on the mod but its seems to be abandoned. I would love to see more costume items put into the mod like more variety on trees. I will definitely keep an eye on your mod. please dont give up on it.
I plan to do a lot of items like mostly interior things like doors and containers and crafting and such. If I can figure it out I will eventually make a SKSE version as well. I wanna do it much like pocket empire builders system of the object moving and such.
The reason I chose a non SKSE version is because 1. It's easier and the object IDs are the same for everyone 2. It's easier to provide more content faster. (More objects faster) than SKSE 3. I'm am in no way a expert in papyrus I still got a lot to learn.
And yes pocket empire builder seems to be abandoned after he made pocket hearthfire. I'll Be working on this mod as well as my other one called "Better Winterhold" which replaces the ruined houses with new ones and places new NPC's In them as well as a separate Player Home the size of the Jarls Longhouse. Im about 75% done with the interiors and about 20% done with the NPC Schedules
just a lill bit concerned with disable command, as it doesn't really remove the object, it still loads, just can't be seen S: wasn't there some 'mark for delete' command?
You realize how ironic this is? The first thing a user post is how this mod bloats the save game without the use of SKSE...
Don't get me wrong, it is a nice mod you have there but you need to realize the "scripting" problems is 100% the mod author fault, never the scripts. It doesn't matter if you're using SKSE or any vanilla functions, if you don't use the right commands you're gonna cause troubles. We all make mistakes, that's ok, but if I were you I would modify the script according to Veratai's suggestion ASAP...
I just want to point out that using SKSE functions in your scripts won't necessarily bork your save, you can do that just as easily with the vanilla Papyrus functions, depending on how the script is written. You might want to reword that part of the description, it implies SKSE is responsible with the issues some people are having with scripts bloating saves and this is untrue.
There's no SKSE scripts... SKSE provides new functions for vanilla Papyrus scripts. Those functions will no more bloat the save game than any other script, it all depends on the mod author.
Please, stop spreading FUD and just remove your statement as it's completely false and just help to maintain the users' misunderstanding.
11 comments
In theory it should work but ill try and figure out the script for it. It shouldn't be that hard. ill try boolean values and stuff if all else fails Ill have to make multiple scripts
The reason I chose a non SKSE version is because
1. It's easier and the object IDs are the same for everyone
2. It's easier to provide more content faster. (More objects faster) than SKSE
3. I'm am in no way a expert in papyrus I still got a lot to learn.
I'll Be working on this mod as well as my other one called "Better Winterhold" which replaces the ruined houses with new ones and places new NPC's In them as well as a separate Player Home the size of the Jarls Longhouse. Im about 75% done with the interiors and about 20% done with the NPC Schedules
You realize how ironic this is? The first thing a user post is how this mod bloats the save game without the use of SKSE...
Don't get me wrong, it is a nice mod you have there but you need to realize the "scripting" problems is 100% the mod author fault, never the scripts. It doesn't matter if you're using SKSE or any vanilla functions, if you don't use the right commands you're gonna cause troubles. We all make mistakes, that's ok, but if I were you I would modify the script according to Veratai's suggestion ASAP...
There's no SKSE scripts... SKSE provides new functions for vanilla Papyrus scripts. Those functions will no more bloat the save game than any other script, it all depends on the mod author.
Please, stop spreading FUD and just remove your statement as it's completely false and just help to maintain the users' misunderstanding.