Modders Resources - Automatic Looting on Crafting
Explaining how to implement an automatic heist mechanic when crafting in Skyrim. It also provides required scripts throughout the steps. This method does not require SKSE.
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About this mod Machine translation
Explaining how to implement an automatic heist mechanic when crafting in Skyrim. It also provides required scripts throughout the steps. This method does not require SKSE.
Modders Resources - Automatic Looting on Crafting
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Author:esuriddick
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describe
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Below, I'll explain the steps required to implement this automated looting system when you approach a crafting station. Since there may be others out there, it should be noted that I made this guide for people who have some experience in CreationKit (please don't ask how CreationKit works and stuff like that), as well as for personal reasons if I wanted to add this mechanism to the housing model. Also, I created this guide with the idea that you only need one chest per crafting station. The way I set it up it's easy and you can add/remove the necessary script lines and properties to add extra chests to each crafting station. Additionally, when you start crafting and get an item from a designated chest, if you already have the same item in your inventory, it will automatically be transferred to the chest you complete it at the station, whether you use it or not. No. Finally, this method does not require SKSE.
All of these steps have images associated with them in the Images section of this mod.
Step 1 - Global Variables
Navigate to Miscellaneous->Global.
Right-click and select New. Type something like "_AutoLootCrafting" in the ID field and leave the remaining options as they are. Press OK.
Right-click and select New. Type something like "_AutoLootStation" in the ID field and leave the remaining options as they are. Press OK.
Step 2 - FormList
Navigate to Miscellaneous->FormList. Right-click and select New.
In the ID field, type something like "_AutoLootItemsList". Press OK.
Step 3 - Chest
Navigate to WorldObjects->Container.
Select any chest you want (for example, "NobleChest01") and right-click on it to select "Copy."
Open the copy and clear everything in the project list and scripts list. Also make sure it doesn't have any of the 4 options checked ("Random Animation Start", "Barriers", "Respawn" and "Show Owner").
Change the ID to something more recognizable, such as "_AutoLootCraftingChest".
When asked if you want to create a new table (followed by "Yes"), press "OK" and select "No".
Open the created chest again. Click the Add button to create a new script
Select [New Script].
In the Name field, type something like "_AutoLootCraftingChestScript". Copy the paste script "_AutoLootCraftingChestScript.psc" into this new script and save it.
Press "Properties" and fill in the options. The global variable will be the variable created in step 1 (which I called "_AutoLootStation"). On the FormList, select the one created in step 2. For the property "PlayerRef", select the "Any" option under "Cell" and then under "Reference" for "Player". For Container, be sure to select the container to which you want to send content back. Press OK.
Press OK.
Step 4 - Cells
Press the top of CreationKit on the "World" option and select "Cell...".
In the window that opens, make sure the World Space selected is "Interiors".
Right-click on a range that contains multiple columns, such as EditorID. Select the "New" option.
As the ID, type something like "_AutoLootCraftingCell". Press OK. Press OK again.
On the Internal Data tab for this cell, make sure the NoResetZone option is selected in Encountered Zone.
In the Cell View Window, double-click the cell we just created so it loads.
Drag and drop the chest we just created in step 3 into the loaded cell.
Step 5 - Magic Effect
Navigate to Magic->MagicEffects. Right-click and select New.
In the ID field, type something like "_AutoLootCraftingEffect".
Type something like "AutoLootCraftingEffect" in the name.
Set prototype to "script".
Set the Castin …
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