Miloch Posted February 16, 2007 Share Posted February 16, 2007 If I wanted to remove/destroy an item on an NPC without replacing it with anything, will a null value work as in: REPLACE_CRE_ITEM ~~ #0 #0 #0 ~NONE~ ~INV1~ Or should I use scripting or some other means to do it? Link to comment
devSin Posted February 16, 2007 Share Posted February 16, 2007 I think that would just create a null (invalid) item, yes. You could also use any of the undroppable items to replace it with. If you already know which slot you want to remove, I'd suggest you just remove the slot (WRITE_SHORT so + 0x2a `0x0) and ignore everything else. Link to comment
Avenger Posted February 16, 2007 Share Posted February 16, 2007 Replace it with a single gold coin Link to comment
Miloch Posted February 16, 2007 Author Share Posted February 16, 2007 Yeah I thought about that. I ended up just replacing the item I didn't want with a healing potion, since it makes some sense the NPC would've had at least one anyway. Link to comment
Miloch Posted February 23, 2007 Author Share Posted February 23, 2007 Ok, I ran into a situation where the potion/gold coin replacing trick isn't going to make a lot of sense. The CRE I want to mod has a shield and I want nothing in that slot, because I'm giving him a polearm I want to equip two-handed. WRITE_SHORT so + 0x2a `0x0Is that the exact syntax I use (what's 'so'?) and where do I find the code for the slot of the item I want to destroy? Link to comment
devSin Posted February 23, 2007 Share Posted February 23, 2007 If you use ADD_CRE_ITEM, then ADD_CRE_ITEM POLEARM #0 #0 #0 NONE WEAPON1 EQUIP TWOHANDED; the shield gets moved to the first empty inventory slot. Otherwise, Nythrun will come up with some snazzy gnarly patch. If you want it quick, dirty, efficient, and easy: READ_LONG 0x2b8 so // offset to inv slot table WRITE_SHORT so + 0x4 `0x0 // set shield slot to -1 (unfilled) Link to comment
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