How to use the mod - Advanced usage If you are creating super-custom-multifunctional disenchanter and do not care about (or just do not want) info messages, stolen flags and location of result items, so you probably just want to get disenchanted version by item. To achieve that:
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Script f314FD_Utils provides "form function Disenchant(form a)" function.
It takes form a - item to disenchant and returns form - disenchanted version.It returns none in two situations (Do not forget to check result to none!):
Given item is unique/impossible to find disenchanted version. Sory.
Given item is not enchanted. Ok, go on
I don't get this. I've taken the default disenchanter01 in the Creation Kit and slapped the f314FD_Utils script on it but theres no properties to fill. all this does is make the disenchanter destroy the item like any normal in game enchanter would do. I thought this was supposed to disenchant, not destroy.
You should attach your own script and on any event you want call f314FD_Utils.Disenchant(item), where item is form you want to disenchant. How to choose event, how to give disenchanted item to player, how to get item to disenchant -- all your choice. For reference, you may look at my implementation. Again, it is just function which reterns disenchanted version. For custom disenchanters. For general usage, see "General usage".
Sorry for the confusion, I had attached enchanting table keywords to the vanilladisenchanter found in the CK. I did get this to function, just had to merge your box into mine in order for all the scripts and stuff to carry over.
wondering if there’s a line I can add to force the unenchanted items back into player’s inventory to stop your disenchanter from being used as a storage container.
General idea is attach a script to base object, in onitemadded event: remove the item call item = f314FD_Utils.Disenchant(item) and call player.additem(item)
That mod distributes enchantments to items in the world, but by some limitation these item variants can't be disenchanted at the table so you have to go through a dialogue process that the mod provides. It's pretty clunky.
It works fine with the items I had. I just forgot that disenchanters don't allow you to learn the enchantment, whoops.
Might I suggest an esp that places disenchanters around skyrim so that it works out of the box for non-modders. Swapping other tables is a hassle, and your table resource is fine.
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If you are creating super-custom-multifunctional disenchanter and do not
care about (or just do not want) info messages, stolen flags and
location of result items, so you probably just want to get disenchanted
version by item. To achieve that:
none in two situations (Do not forget to check result to none!):
I don't get this. I've taken the default disenchanter01 in the Creation Kit and slapped the f314FD_Utils script on it but theres no properties to fill. all this does is make the disenchanter destroy the item like any normal in game enchanter would do. I thought this was supposed to disenchant, not destroy.
Again, it is just function which reterns disenchanted version. For custom disenchanters. For general usage, see "General usage".
wondering if there’s a line I can add to force the unenchanted items back into player’s inventory to stop your disenchanter from being used as a storage container.
remove the item
call item = f314FD_Utils.Disenchant(item)
and call player.additem(item)
Might I suggest an esp that places disenchanters around skyrim so that it works out of the box for non-modders. Swapping other tables is a hassle, and your table resource is fine.