Skyrim Special Edition

Adding An Undressing Trigger Box To Your Mod


You will be using the Creation Kit, this is not a tutorial in installing this.

First, install your mod; you will do one of three things: create a trigger box and add scripts to it,  add scripts to an already existing trigger box, or add an already made activator consisting of a trigger box and attached scripts. The trigger box surrounds the area of water/bath/sauna etc. that you wish NPCs/player to auto-undress in. The trigger box is cuboid or spherical  so bear that in mind when planning where to put it. Beware of the trigger box overlapping into neighbouring rooms/areas where do you don’t want undressing; it is often best for the
box to go upto but not meet the walls (if there are any) around a bathroom. On the other hand, if a bath is next door to shower or sauna then draw one box around both!

A trigger box will register two events, entering and leaving, it will also register the character who entered or left.
If you select an object in the area you want the box, then the box will be created sharing the bounds of the object. BUT, the trigger box and the object are not linked in any way, this is just a shortcut used by the Creation Kit to place a box. I usually look for an object whose sides are already lined up with the area I wish a box to cover; this saves time rotating the box.

So you’ve made your mod, you know where the water is and what combination of player/npc undressing you wish to add; load up the Creation Kit and select the mod plugin and diz_undress as your data files, if you are making a patch for your mod then continue without a active file, otherwise make your mod file the active file in the Creation Kit.

Now, since I don’t actually have a player home of of my own it is a little difficult to demonstrate what I have written in the previous paragraph! Instead I shall copy from my article on adding an undressing ‘patch’ to an exiting mod. Just remember that adding undressing to your mod means making your mod plugin the active file, whereas these screenshots will result in changes being saved to a new ‘patch’ plugin. If in the following example BHTNFBP.esp was selected as the active plugin, then BHTNFBP.esp itself would be edited with the trigger box added.

So for your mod you would not want to see the following:



As you can see I have selected BHTNFBP.esp as the plugin, which is for Breezehome TNF Beds Plus SSE. I choose yes to the prompt to continue without an active file.  Now if the undressing area is inside then you will need to work out which interior cell to load in the render view; in this case it’s quite easy as it’s an existing player home so we find the interior called Breezehome and load it:


You may have to zoom out a lot to see much in the render view window. It can be tricky finding the water area even if you have played the mod, in this case I already know that the pool is in the top left of the render window:



Now, using the controls to manoeuvre in the render view window are a pain, I hate them! So I can’t really give advice:) Zoom into the pool area till you have a view like this:


Now move around and look for an object that is aligned with how you will want your trigger box to go, say, this bucket:


Select the bucket so that it is highlighted as so:


Now, click the button for trigger boxes:


You will get a dialogue:


Type 'diz'  in the filter box:


The one you need to select is 'diz_player_and_NPC_undress', do that and click ok:


You can see that you have a trigger box exactly the same size as the bounds of the bucket object; the 3 coloured axes are used to adjust the boundaries of the box.  Click and hold on one of the coloured arrows, and when you drag the edge of the box will move; you may need to adjust your view to ensure that you grab the correct axis:


This is always fiddly, you need to ensure that the box touches the bottom of the water and either touches the ceiling or is high enough so that if a character jumps they don’t leave the box, redress, land and undress again!   Eventually you want something like this:



Now would be a good time to save your new plugin; click File>Save on the Creation Kit menu and you will be given a dialogue to save a new plugin in the games Data folder. Choose any name you want, I shall use ‘demo’:


See how your plugin is listed in the title bar of the Creation Kit, this means it is the active file, all changes you make in the kit will be saved to this plugin (for your mod you will simply Ctrl-S save your plugin).

It is also a good idea at this point to rename the trigger box so that you can find it later. Find the trigger box in the Cell View window under the list of objects, it will be called 'diz_player_and_NPC_undress', right click and select edit:



This is what you get:


Note the empty Reference Editor Id box; in here type you preferred new name, I shall choose demo_bath_trigger:




Click OK, now save your plugin.
Voila! Now you need to test your plugin, enable it in your mod manager of choice and play the game.
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If you wish to add a script to an existing trigger box in your mod, or you are making a patch for a mod that already has undressing then here are instructions:

Say we wish to add player undressing to a mod that already has NPC undressing.  Having played the mod you will know where
the pools etc. are.  Follow the same routine as above, but when you have
loaded both diz_undress.esp and the mod you wish to patch in the
Creation Kit, instead of adding a new trigger box, we look for an
existing one, this can be tricky, trigger boxes can do many things and
can overlap.
Here I have loaded DT_SpringwoodEstate.esp as well as diz_undress.esp:

As you can see I have found an existing trigger box by typing 'trig' in
the cell view object filter after selecting the 000SpringwoodEstate
cell, double clicking on the DT_0BathTriggerDuplicate01 loads the
trigger in the render window so that we can check it is likely to be
what we want.  In the cell view object list, right click on
DT_0BathTriggerDuplicate01 and choose edit:


You can see that there is a script already attached to this trigger box, we
know that the mod has NPC undressing and the scriptname suggests that
this is a triggerbox for undressing. (Ultimately we cannot be completely
certain what this script does without reading the source, but that is a
different article).
Click on 'Add':


In the filter box type diz:


You will see my scripts, they pretty much correspond to the pre-made
activators.  Here we want the script diz_player_only_undress_script, so
select and click on OK:


With the script name highlighted, click on 'Properties':


Now it is useful when filling properties in the CK to use the autofill, so click on 'Auto-Fill All' and confirm:


Click OK:


Note that I'm also giving the trigger box a new name, that is because in the
cell view object list, there can be many items that are the same base
object and appear with the same name.  When there are a lot of pools
etc. I name them each separately to keep track of them.

Now save!
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