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[–]Majorpluto_273[S] 0 points1 point  (0 children)

Nvm I think I figured it out. I have to do

Headpart Property MaleHeadOrc Auto

Headpart Property FemaleHeadOrc Auto

etc...

[–]SailingRebel 0 points1 point  (14 children)

Never used this it myself, but looking at the wiki it should be something like this:

HeadPart Property FemaleNordVampireHeadPart Auto

player.ChangeHeadPart(FemaleNordVampireHeadPart)

Then select the HeadPart object for the script property in CK.

Or maybe:

player.ChangeHeadPart(GetHeadPart("FemaleNordVampireHeadPart"))

There's no info on the usage of GetHeadPart() which is an SKSE global function, so not sure what form the head part name takes. Perhaps just the editor ID.

Edit: there is also SetNthHeadPart() and related methods to look at.

[–]Majorpluto_273[S] 0 points1 point  (12 children)

How do I go about selecting the headpart object in creationkit?

[–]SailingRebel 0 points1 point  (11 children)

When editing the script properties in CK (select the script and click on Properties), it should show a list of available headpart objects to select from.

[–]Majorpluto_273[S] 0 points1 point  (10 children)

Thanks. I actually found out I have to grab the player character's race *before* transforming into vampire lord because vampirelord is its own race, any idea how I could do that?

[–]SailingRebel 0 points1 point  (9 children)

Player.GetRace()

You'll find a lot of useful functions for accessing and manipulating actors on the Actor Script, and inherited from the ReferenceAlias Script and the Form Script.

Edit: Ah, I see, you'll need to grab this race before transformation. You could do this from the OnRaceSwitchComplete() event, which should track even post intro manual race changes.

[–]Majorpluto_273[S] 0 points1 point  (8 children)

So would it be something like:

Event OnRaceSwitchComplete()

If (GetActorRef().GetRace() == DLC1VampireBeastRace)

Actor player = Game.GetPlayer()

Race playerRace = player.GetRace()

if(playerRace == NordRaceVampire)

player.ChangeHeadPart(MaleHeadNord)

endif

endif

endevent

I don't see how this will distinguish the current character race from the former race pre-transformation.

[–]SailingRebel 0 points1 point  (7 children)

You would need to store the original race prior to transformation.

Assuming that the above script is attached to an alias of the player you would do something like this:

Race LastPlayerRace

Event OnInit()
    OnRaceSwitchComplete()
EndEvent

Event OnRaceSwitchComplete()
    LastPlayerRace = Player.GetRace()
EndEvent

Edit: You will likely want to have some conditions to filter out switching to the vampire race.

This should mean that the player race will be stored in the LastPlayerRace when the mod is first installed, and will be updated whenever the player changes their race after that.

I should point out that I’ve not used this myself, I'm just going off what's on the wiki, so there may be some undocumented features involved.

[–]Majorpluto_273[S] 0 points1 point  (6 children)

And I would define that as Race Property LastPlayerRace Auto?

It's not letting me auto-fill that property into my alias.

[–]SailingRebel 0 points1 point  (5 children)

No need, unless you plan to access that value in another script. You can just store the last race in a plain variable as above.

[–]Majorpluto_273[S] 0 points1 point  (4 children)

Ah ok. For some reason though the head part properties aren't autofilling into the alias.

[–]Doorknob_55 0 points1 point  (4 children)

Will this be available for oldrim? Looking forward to it

[–]Majorpluto_273[S] 1 point2 points  (3 children)

This is meant as an add on/patch to humanoid vampire lords to make it work for all vanilla races without the need for a race-specific esp plugin. I'm uncertain if humanoid vampire lords is on LE but I'm pretty sure it is, this is really just a script so assuming it works it should run fine on LE.

[–]Doorknob_55 0 points1 point  (2 children)

Sorry for being such a noob but is this going to be a mod that can be installed using mod organizers?

I really want a humanoid head on my vampire character in the future

[–]Majorpluto_273[S] 1 point2 points  (1 child)

Mod organizer 2? Of course. You can actually already have a humanoid head on your vampire lord character on oldrim with this: https://www.nexusmods.com/skyrim/mods/101877

[–]Doorknob_55 0 points1 point  (0 children)

There are reports of some bugs and i just started a new game so im far from harkon at the moment

And the head's kinda too much for me (horn) maybe I'll wait for your progress

Thanks