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Found 3 results

  1. DayDreamer

    Weapon rack repair

    It has been over a decade since several different attempts by several programmers. Having just reviewed and repaired them again, best to write things down for posterity. Weapon racks have 2 main parts: a visible part. It uses WeaponRackTriggerSCRIPT. Unlike most visible actuators (such as seats), it does not cause any action. Instead, it merely triggers as a weapon is passed near it. Usually, that trigger is something being added to the rack, or to another rack nearby, and must be ignored. Sometimes, that trigger is a player removing a weapon or armor item from the rack. an invisible trigger marker placed directly in front of the visible part. It uses WeaponRackActivateSCRIPT, and has ACTIVATOR in its name. When triggered, the script places a weapon into the front of the visible part using MoveToNode(). The visible part has many such named attachment "nodes". Because of the unusual design, there were many locations that simply had the wrong script on the objects. It became apparent that various designs were attempted, and some old designs with the wrong scripts or variables remained in the files. So a significant US*P change to the scripts was adding a CheckConfiguration() function to log places with bad setup so that they could be repaired later. Although the design expects that the visible part has a pointer to the invisible part, and vice versa, there was no check. (A check was added.) Many locations have no invisible part. Others had/have the invisible part in front of the wrong rack, or even underground. Again, there is no easy check. There are many flavors of racks. Most do not actually allow a player to add a weapon to the rack. But they use the same scripts, so the scripts have to account for all possibilities. Some have PlayerHouse in the name, and allow a player to add a weapon to the rack. Others are specific to locations. A few OLD and Nor designs are unused. Some are used as backing plaques, or as decorations, and their scripts were deleted from them. Others used another technique to disable the rack parts, such as pointing the rack to itself, or to the player object. There is not much implementation consistency. Finally, the ACTIVATOR can point to a StartingWeapon. This can also be armor. All of the item pointers are stored in the invisible WeaponRackActivateSCRIPT property PlayersDroppedWeapon, instead of the visible rack itself. Therefore, every rack with a starting item requires an invisible ACTIVATOR, even though most racks do not accept player weapons so the activator is otherwise unused. Inefficient and cumbersome, and not all Bethesda developers understood the design. Many racks were missing an ACTIVATOR. Many more have an unused ACTIVATOR that does nothing. Unfortunately, there were originally two methods of pointing to the StartingWeapon: GetLinkedRef() or GetLinkedRef(WRackStartingWeapon). However, only the rare WeaponRackDaggerDisplayACTIVATORPlayerHouse specified the latter, and it was never used. So that complication was removed from the scripts.
  2. During the last week, I have been going through the weapon rack scripts and found many bugs and glitches that have not yet been adressed. The fixed versions can be downloaded here: http://www.afkmods.com/index.php?/files/file/701-overhauled-weapon-rack-scripts/ The download also contains two comments files (one for each script) where I explain what was changed and why I'm convinced that it had to be done. As usual, I am not sure that I have spotted all of the bugs, but I am pretty confident that the scripts will provide some improvement. Since this is a pretty "fresh" work, I haven't had the time yet to do much testing myself. You can be assured however, that I wouldn't have uploaded the files if was aware of a risk of them ruining your game or resulting in immediate crashes. Thus, if someone's interested in doing some testing, I really would appreciate your help (before installing the new scripts, please read the notes on the "dwarven shield bug" below). Also, it would be fine if someone could go through my comments to see whether anything else can be spotted which I might have overlooked or misinterpreted. The Dwarven shield bug: ==================== If a Dwarven shield is placed on a shield rack, it will horribly clip through the rack and the wall behind it. This bug was reported on the tracker a long time ago, but hasn't been resolved yet. There's actually not much that can be done about it: modifying the shield's pivot is out of the question because it will break a lot of other things. However, we could add a new node to the shield rack, for use by Dwarven shields specifically (it apperas that this can be rather easily done in nifskope). The placement is very easily handled in the WeaponRackActivatorScript as it requires only three extra lines and while I was at it anyway, I have added this code to my modified version of the script (before testing the scripts, please delete the respective lines; the comments file for the WeaponRackActivatorScript explains how to do this - EDIT: This doesn't need to be done anymore: the download now includes "ready for testing" versions with all the necessary modifications already implemented). Of course, this solution is debatable and I don't even know whether the USKP wants to address it at all.
  3. Sclerocephalus

    Extended Racks

    Version 1.0

    699 downloads

    An expansion of Skyrim's weapon rack system, which adds new racks and more functionality: New racks: a staff rack (see screenshots) and a shield-only plaque, plus a second version of the standard wooden rack with a new texture An exclusive rack for Wuuthrad will be enabled in Jorrvaskr after completion of "Glory of the Dead" All display cases (both the large cases in Hjerim and the Archmage's quarters, as well as the dagger cases in Hjerim, the Archmage's quarters and Vlindrel Hall) can now be individually configured at any time to either run the weapon rack scripts (which makes them weapon-only cases) or to disable them (and using them for placing arbitrary items by grab-and-drop) The standard wooden racks will accept tools now (i.e. brooms, shovels, hoes and pitchforks) The mod will also add both new and old racks to all player homes and the Archmage's quarters, but leaves you the decision to actually install them or not: they can be obtained as replacers for your wall clutter and acquiring them has been embedded in a small quest. The best places to have a quick look at everything are the garden of Honeyside (player-activatable rack with tools) and Hjerim (everything else). The special effect on the staff rack looks best in the Archmage's quarters, though (the ambient light colour has some effect on how the effect colours display).
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