Jump to content
  • Sign Up

Welcome to Schaken-Mods
Sign up today and get your favorite mods!
Join now

Join our Guild!
To REMOVE ADS and get FULL ACCESS, please join our Guild and enjoy the exclusive content we have.

Check it Out

The Request Center
Make a request of your favorite mod, a conversion, or a completely new idea! 
Request a Commission!

 
Refer a friend, Make money!
Get Referral Code -->

New Design!
Enjoying the new looks? Scroll to the bottom and see other themes as well!
Themes: Dreadnaught (Default) and Brave (NEW!)

Explicit Content!
Dont mind? No Problem! 
Change your settings here! ->

Tired of advertisements?
No Problem! 
Subscribe to a membership to remove them! ->


Inventory Functions by plater 1.0.0

   (0 reviews)

grendelvich
 Share

2 Screenshots



Requirements

Requirements

  • SKYRIMVR SKSEVR

Permissions

Permissions

  • This can be posted on other sites.

About This Mod



THIS IS NOT MY MOD! open posting permissions given at original listing by    " plater"  and as such i cannot provide official support please see original listing for support options. 

Inventory Functions plugin for SKSE to allow filtering of inventory by Keyword.Originally by Quad2Core, now updated for SKSE-VR (including functions supporting Poisoning, and for getting filtered lists of spells/shouts an actor has)

Container Inventory Functions

; Q2C's original functions, updated for SKSE64
int Function  GetNumItemsWithKeyword(ObjectReference akObjRef, Keyword akKeyword)
Form Function GetNthFormWithKeyword(ObjectReference akObjRef, Keyword akKeyword, int aiItemIndex)

; added by Kalivore - type is the SKSE itemType (eg 26 for armour, or 46 for potion)
; full list at http://www.creationkit.com/index.php?title=GetType_-_Form
int Function  GetNumItemsOfType(ObjectReference akObjRef, int aiType)
Form Function GetNthFormOfType(ObjectReference akObjRef, int aiType, int aiItemIndex)

; get total of the base gold values of items in container
; 'base' means the extra value of enchantments/improvements on items is ignored
int Function  GetTotalBaseGoldValue(ObjectReference akObjRef)


Poison Functions

; Q2C's original poison functions, updated for SKSE64
; Note a slight change in format from Q2C's original 32-bit plugin:
; Worn_PoisonWeapon has become WornObjectSetPoison,
; Worn_GetPoison has become WornObjectGetPoisonCharges etc

; Valid Hand Slot:
; 0 - Left
; 1 - Right

; this is already done by SKSE, so just forward on to that version
Potion Function WornObjectGetPoison(Actor akActor, int aiHandSlot, int aiSlotMask)

int Function WornObjectSetPoison(Actor akActor, int aiHandSlot, int aiSlotMask, Potion akPoison, int aiCharges = 1)
{
Applies akPoison to weapon in aiHandSlot. Note the item MUST be a weapon, or the function will fail and return -1
Returns: The number of poison charges the weapon now has (which should be the same as aiCharges)
or -1 if unsuccessful
}

Function WornObjectRemovePoison(Actor akActor, int aiHandSlot, int aiSlotMask)
{
Remove the poison from the weapon in aiHandSlot
}

int Function WornObjectGetPoisonCharges(Actor akActor, int aiHandSlot, int aiSlotMask)
{
Get the number of poison charges on the weapon in aiHandSlot
Returns: The number of charges, or -1 if unsuccessful for any reason
(eg the item is not a weapon, or no poison applied)
}

int FunctionWornObjectSetPoisonCharges(Actor akActor, int aiHandSlot, int aiSlotMask, int aiCharges = 1)
{
Set the number of poison charges on the weapon in aiHandSlot
Returns: The number of poison charges now on the weapon in aiHandSlot (which should be the same as aiCharges)
or -1 if unsuccessful for any reason (eg the item is not a weapon, or no poison applied)
}

; this is already done by SKSE, so just forward on to that version
Potion Function GetPoison(ObjectReference akObjRef)

int Function SetPoison(ObjectReference akObjRef, Potion akPoison, int aiCharges = 1)
{
Applies akPoison to akObjRef. Note the item MUST be a weapon, or the function will fail and return -1
Returns: The number of poison charges the weapon now has (which should be the same as aiCharges)
or -1 if unsuccessful
}

Function RemovePoison(ObjectReference akObjRef)
{
Remove the poison from the weapon akObjRef
}

int Function GetPoisonCharges(ObjectReference akObjRef)
{
Get the number of poison charges on akObjRef
Returns: The number of charges, or -1 if unsuccessful for any reason
(eg the item is not a weapon, or no poison applied)
}

int FunctionSetPoisonCharges(ObjectReference akObjRef, int aiCharges = 1)
{
Set the number of poison charges on akObjRef
Returns: The number of poison charges now on the weapon in aiHandSlot (which should be the same as aiCharges)
or -1 if unsuccessful for any reason (eg the item is not a weapon, or no poison applied)
}


; These are all just shortcuts to the full WornObject versions above, sending aiSlotMask as 0
Potion FunctionWornGetPoison(Actor akActor, int aiHandSlot)
int Function WornSetPoison(Actor akActor, int aiHandSlot, Potion poison, int aiCharges = 1)
FunctionWornRemovePoison(Actor akActor, int aiHandSlot)
int Function WornGetPoisonCharges(Actor akActor, int aiHandSlot)
int Function WornSetPoisonCharges(Actor akActor, int aiHandSlot, int aiCharges = 1)

Ammo Functions

; OK, not really specifically to do with Inventories, but I needed these for another mod of mine and they don't exist in current SKSE
Function SetIsBolt(Ammo akAmmo, bool abIsBolt)
{
Sets whether this ammo is a bolt
}

Function SetProjectile(Ammo akAmmo, Projectile akProjectile)
{
Sets the projectile associated with this ammo
--WARNING!!-- Highly untested! >:$
}

Function SetDamage(Ammo akAmmo, float afDamage)
{
Sets the base damage of this ammo
}


Spell inventory Functions


The Spell-related functions in here will only list explicit Spells (ie items which have a Spell Type of "Spell" in the Creation Kit).  This means they will ignore magic marked as Abilities, like those added by Perks.
(Many thanks to user irswat for helping me to investigate and realise the difference between these).  As a result, if you call them with no specific criteria, these will return a full list of Spells.


; Some spell-related Constants for use with these functions (all Global, so you can call them as _Q2C_Functions.SpellSchoolAny() )

; Valid spell School values
string Function SpellSchoolAny()
{returns an empty string ""}
string Function SpellSchoolAlteration()
{returns "Alteration"}
string Function SpellSchoolConjuration()
{returns "Conjuration"}
string Function SpellSchoolDestruction()
{returns "Destruction"}
string Function SpellSchoolIllusion()
{returns "Illusion"}
string Function SpellSchoolRestoration()
{returns "Restoration"}

; useful preset spell Level values
int Function SpellLevelAny()
{returns -1}
int Function SpellLevelNovice()
{returns 0 (all Novice spells I found were level 0)}
int Function SpellLevelApprentice()
{returns 25}
int Function SpellLevelAdept()
{returns 50}
int Function SpellLevelExpert()
{returns 75}
int Function SpellLevelMaster()
{returns 100}

; Valid Level Comparison values (only applied if aiLevel >= 0):
int Function SpellLevelComparisonLt()
{returns -2. Means spell level must be lower than specified aiLevel to be counted}
int Function SpellLevelComparisonLtEq()
{returns -1. Means spell level must be less than or equal to specified aiLevel to be counted}
int Function SpellLevelComparisonEq()
{returns 0. Means spell level must be equal to specified aiLevel to be counted}
int Function SpellLevelComparisonGtEq()
{returns 1. Means spell level must be equal to or greater than specified aiLevel to be counted}
int Function SpellLevelComparisonGt()
{returns 2. Means spell level must be greater than specified aiLevel to be counted}

Spell[] Function ActorGetSpells(Actor akActor, Keyword akKeyword = None, string asSchool = "", int aiLevel = -1, int aiLevelComparison = 1, bool abSearchBase = true)
{
Scans the MagicEffects of the Actor's spells, adding the Spell to the returned array if the MagicEffect matches the criteria.
Use the default values to ignore that condition (eg sending asSchool as "" means 'of any School')
NOTE: sending just the akActor (or sending all additional arguments as their default values) will return ALL spells the Actor knows
Optionally will also check through the relevant ActorBase (which is more likely to be the one with the spells)
}

Spell[] Function ActorBaseGetSpells(ActorBase akActorBase, Keyword akKeyword = None, string asSchool = "", int aiLevel = -1, int aiLevelComparison = 1)
{
Scans the MagicEffects of the Actor's spells, adding the Spell to the returned array if the MagicEffect matches the criteria.
Use the default values to ignore that condition (eg sending asSchool as "" means 'of any School')
NOTE: sending just the akActorBase (or sending all additional arguments as their default values) will return ALL spells set on the ActorBase
}

Shout[] Function ActorBaseGetShouts(ActorBase akActorBase, Keyword akKeyword = None)
{
Returns an array of Shouts that match the specified Keyword.
}


; Additional spell-checking Functions
; These are included for convenience. They use the same criteria as the spell-listing functions above
; (and actually, all they do is just call the corresponding function, and return true if the resulting array has at least one entry)

bool Function ActorHasSpell(Actor akActor, Keyword akKeyword = None, string asSchool = "", int aiLevel = -1, int aiLevelComparison = 1, bool abSearchBase = true)
{
Scans the MagicEffects of the Actor's spells, returning true at the first one that matches any of the supplied criteria.
NOTE: sending just the akActor (or sending all additional arguments as their default values) will return TRUE if the actor has any spell at all
Optionally will also check through the relevant ActorBase (which is more likely to be the one with the spells)
}

bool Function ActorBaseHasSpell(ActorBase akActorBase, Keyword akKeyword = None, string asSchool = "", int aiLevel = -1, int aiLevelComparison = 1)
{
Scans the MagicEffects of the ActorBase's spells, returning true at the first one that matches any of the supplied criteria.
NOTE: sending just the akActorBase (or sending all additional arguments as their default values) will return TRUE if the ActorBase has any spell at all
}

bool Function ActorBaseHasShout(ActorBase akActorBase, Keyword akKeyword)
{
Scans the ActorBase's shouts, returning true at the first one that matches the specified Keyword.
}

A Note about checking Spell Levels

If you supply a Level argument to the functions (eg 25 for Apprentice-level spells), the plugin will only check the FIRST Magic Effect on each spell for this. Additionally, if testing for level 0 (Novice), the Magic Effect must have a School assigned to it to be counted.

Explanation:
Spoiler:  Show


Some example code for usage - the first function is taken directly from the original mod page:


import _Q2C_Functions

ObjectReference Property PlayerRef Auto
Keyword Property VendorItemPotion Auto

Function ReWeightPotions()
  int PotionIndex = GetNumItemsWithKeyword(PlayerRef, VendorItemPotion)
  While(PotionIndex > 0)
    PotionIndex -= 1
    Form potion = GetNthFormWithKeyword(PlayerRef, VendorItemPotion, PotionIndex)
    potion.SetWeight(0.0)
  endWhile
endFunction

Actor Property SomeEnemy Auto
Keyword Property MagicDamageFire Auto

Function CheckEnemyHasFireSpell()
  ; just send the Keyword argument, and leave all others at default
  bool hasFire = ActorHasSpell(SomeEnemy, MagicDamageFire)
  if (hasFire)
    Debug.Trace("The enemy has at least one Fire spell")
  else
    Debug.Trace("Well at least they won't set us on fire...")
  endIf
endFunction

Actor Property SomeAlly Auto

Function CheckAllyHasRestorationSpell()
  ; set Keyword argument to None (meaning 'don't match Keywords'), specify the School, and leave all others at default
  bool hasRestorationSpell = ActorHasSpell(SomeAlly, None, "Restoration")
  if (hasRestorationSpell)
    Debug.Trace("Restoration IS a perfectly valid school of magic")
  else
    Debug.Trace("Guess our ally won't be doing any healing...")
  endIf
endFunction

Actor Property PlayerRef Auto

Function ListPlayerSpells()
  ; just send the Actor argument, and leave all others at defaults, to get a full list of spells the actor knows
  Spell[] actorAllSpells = ActorGetSpells(PlayerRef)
  int spellIndex = 0
  Report("Player has " + actorAllSpells.Length + " spells of any sort")
  while (spellIndex < actorAllSpells.Length)
    Spell currentSpell = actorAllSpells[spellIndex]
    Debug.Trace("Spell " + spellIndex + ": " + currentSpell.GetName())
    spellIndex += 1
  endWhile
endFunction

I am just the updater of the original work - all credit for the original functions (and my inspiration) is due to Quad2Core.
 

 Share


grendelvich's Other Mods

    Enemy Healthbar With Percentage v2.0 by [MoDErahN]

    In Magic Spells and Game play

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD! open posting permissions given at original listing by   MoDErahN  and as such i cannot provide official support please see original listing for support options.    Compatibility It's perfectly compatible with any existing mods except those that override enemymeters.swf file, and even then this customization simply won't work (because it may be completely overwritten by mod's enemymeters.swf) and won't cause game crashes/save corruption/lags/bugs/etc. How to Comple

    199 
    180.12 kB

    No Stamina Drain For Sprinting by CanescoDev

    In Magic Spells and Game play

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD! open posting permissions given at original listing by  ''CanescoDev''  and as such i cannot provide official support please see original listing for support options.  No Stamina Drain For Sprinting seeks to drastically enhance the way you move around Skyrim in a lore friendly way. The goal of this mod is to make you sweat, blend into the lore, find your body balance, and feel the game for the most immersive experience possible.   A little mod assembled by Canse

    351 
    229.65 kB

    VRIK Actions by plater

    In Magic Spells and Game play

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD! open posting permissions given at original listing by'' plater'' and as such i cannot provide official support please see original listing for support options.       Overview When another mod removes your ability to either Fight or  Control your character, it is often followed by a set of animations which might break when using VRIK. This addon allows you to see the animations play out from the first person perspective and actually feel a loss of control. Players

    397 
    10.9 kB

    Engine Fixes VR

    In Other

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD! open posting permissions given at original listing by rollingrock16 and as such i cannot provide official support please see original listing for support options.                                                                                                                                                                                                                                                                                       This is a fork of SSE Engine Fixes.   T

    10  330 
    526.34 kB

    Physical Dodge VR by Wolfman5750

    In Magic Spells and Game play

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD! open posting permissions given at original listing by Wolfman5750 and as such i cannot provide official support please see original listing for support options.  Mod Description Why use a button press or hotkey in VR to dodge your enemies when you can use your body to dodge your attacker? Well now you can!!! This mod allows you to initiate a slow time effect and a couple of i-frames by physically moving your body in VR. Three methods to trigger dodging are included tha

    154  765 
    198 kB

    Pastel Map Markers VR by nerjaveika

    In Meshes and Texture Overhauls

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD ! open posting permissions given at original listing by  nerjaveika   and as such i cannot provide official support please see original listing for support options .                                                                                                           makes map markers easier on the eyes in VR                                                                                                                                       INSTALLATION Install w

    11  946 
    4.73 MB

    SkyrimVR Visual Noise Reduction 1.31 By Erare

    In Meshes and Texture Overhauls

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD ! open posting permissions given at original listing by  Erare   and as such i cannot provide official support please see original listing for support options . Reduces the number of far off mountain LOD objects drawn in the game Uses a higher poly count terrain mesh to reduce Water Vs. Terrain Z fighting Disables 3/4 of the skybox to reduce ocean/horizon visual anomaly                                                                                                    

    685 
    220.34 MB

    Anniversary Edition Vanilla Saves

    In Other

    Submitted: 
    Updated: 

    3 vanilla saves for Skyrim AE.  one male one female both just outside of helgen cave . the other is prisoner fresh off the cart and ready to customize 

    21  818 
    9.07 MB

    Contrast Adaptive Sharpener for ENB VR

    In Other

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD ! open posting permissions given at original listing by rhellct   and as such i cannot provide official support please see original listing for support options .          AMD released an algorithm called Contrast Adaptive Sharpening (CAS) which respects local contrast, so it sharpens blurry parts of the image and has a lighter touch on parts that are already sharp. This is especially useful when a game uses TAA (https://gpuopen.com/fidelityfx-cas/) There's an open-sourced

    10  1009 
    3.86 kB

    SkyVRaan - Shimmering VR Waters by Wolfman5750

    In Meshes and Texture Overhauls

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD ! open posting permissions given at original listing by  Wolfman5750   and as such i cannot provide official support please see original listing for support options .                                                                                                                   Mod Description Skyrim in VR can be a beautiful place. Staring out over Lake Ilinalta from the Guardian Stones, or at the Sea of Ghosts from the College of Winterhold is an awe-inspiring exp

    875 
    89.85 MB

    VR - Less Intrusive Power Armor HUD by scatterlogical

    In Power Armor

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD ! open posting permissions given at original listing by   Scatterlogical   and as such i cannot provide official support please see original listing for support options                                                                                                                                                                                                                                                                 For Fallout 4 VR. Simple ini tweak to position the

    656 
    618 B

    Map tweaks VR by Kwiat_W

    In Overhauls/Texture Enhancers

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD ! open posting permissions given at original listing by     Kwiat_w    and as such i cannot provide official support please see original listing for support options . Altered zoom level, zoom out further, coloured quest indicators*, lowered joystick sensitivity. *If you disable pip-boy screen visual effects by changing ini setting bPipboyDisableFX=1 (Fallout4Custom.ini)

    506 
    186.63 kB

    Onyx - VR Weathers by Wolfman5750

    In Magic Spells and Game play

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD ! open posting permissions given at original listing by   wolfman5750       and as such i cannot provide official support please see original listing for support options .                                                                                                                                                                                                                                                                                                                     

    25  766 
    5.67 MB

    Quest summery by default VR by Kwiat_W

    In Other

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD open upload permissions by author Kiwiat_W                                                                                                                                                                                                                                                                                                                                                                                                                                                       

    518 
    52.76 kB

    Nuka World Shooting Range with Resettable Targets by MrOxide

    In Other

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD  open posting permissions by MrOxide in original posting                                                                                                                                                              DESCRIPTION  Train your reactions and clearing skills at the Operator's Shoot house. This mod adds a bowling alley turned training range to Nuka World. It is accessed via the double doors on the back wall of the First Aid station, or teleport to it by

    591 
    236.79 kB

    Dear Diary VR - Paper SkyUI and Categorized Favorites by TheRetroCarrot

    In Magic Spells and Game play

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD open posting permissions given by theretrocarrot on original page                                                                                                                                                 This is an unofficial port of the beautiful Dear Diary - Paper SkyUI mod by UranReactor. With his permission I have recreated all menus using his assets for VR. I have also remade VR exclusive menus. There is included compatibility for Frostfall, which carries forwa

    1266 
    42.04 MB

    Drop on Death VR by Onmogeloos

    In Magic Spells and Game play

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD  open posting permissions by Onmogeloos on original page                                                                                                                                                               Description: Drop On Death causes NPC's to drop their items on death. With HIGGS you can physically pick up items and bring them over your shoulder to store them in your backpack. This mod removes the need to open a menu when killing NPC's which increas

    984 
    113.63 kB

    Clear HUD VR by Mihaifm

    In Other

    Submitted: 
    Updated: 

    THIS IS NOT  MY MOD  open posting permissions on original page by mihaifm                                                                                                                                                                     Description This mod is an improved version of Less HUD VR. It provides a FOMOD installer that lets you choose the HUD elements you want to hide. The following HUD elements can be hidden, in various combinations: Health bar Magicka bar St

    948 
    741.66 kB

    Smaller HUD for VR by Billyro

    In Other

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD  open posting  permissions given with original upload                                                                                                                                                                    Smaller HUD for VR By Billyro Description A simple mod that reduces the size of the HUD elements by about 50%. This includes the compass, health/magicka/stamina bars, enemy healthbars, quest markers, stealth indicator, etc. I also moved the pieces

    937 
    10.02 kB

    Skyrim VR Dwarven Ballista Texture Fix-18722-1-0 by AshAuryn

    In Meshes and Texture Overhauls

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD !  open permissions given with original posting by AshAuryn                                                                                                                                                         Fix for an issue that appears in Skyrim VR for users of the Unofficial Skyrim Special Edition Patch.  Issue causes Dwarven Ballistas in the Dragonborn DLC of SkyrimVR to appear grey and textureless. This mod adds the correct mesh and the missing textures.  Pl

    10  795 
    1.31 MB

    babett's gift

    In Magic Spells and Game play

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD .      open permissions given by author on original  page                                                                                                                                                             Allows Babette to turn you into a Vampire.                                                                                                                                                                                                                              

    45  2247 
    39.73 kB

    convenient supernaturals

    In Magic Spells and Game play

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD    open permissions by original author                                                                                                                                                                                                          Have you ever wanted to play as a Vampire or Werewolf without the hassle of finding a Vampire to change you or doing the Companions quest line/Ring of Hircine quest line? Now you can be either one whenever you want.                         

    37  1926 
    2.63 kB

    H.A.S.T.E. horrible andy's skyrim tweeked effects

    In Magic Spells and Game play

    Submitted: 
    Updated: 

    THIS IS NOT MY MOD  ,open permissions given by author on original page                                                                                                                                                                           Small changes to gameplay.                                                                                                                                                                                               Animals no longer have the ability to

    76  2431 
    7.9 kB

    cover your head

    In Magic Spells and Game play

    Submitted: 
    Updated: 

    This is not my mod !   open permissions from original author    Prevents sun damage while wearing a helmet or armor based hood. DLC friendly but not required         Have you ever noticed how Serana equips a hood whenever outside? Presumable this is to negate the negative effect the sun has on vampires. So, based on the assumption that this is official lore, I made this so that you can also benefit from covering your head. While wearing a helmet or armor based hood you will s

    23  1621 
    1.18 kB

    outdated USSEP 2.1.2a VR compatible

    In Other

    Submitted: 
    Updated: 

    an outdated USSEP for SKSEVR compatibility .

    29  1536 
    174.59 MB


User Feedback

×
×
  • Create New...

Important Information

By viewing this site, you agree to our Terms of Use, Privacy Policy, Guidelines, and our use of We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..

  I accept

SkyrimSE_2021-09-21_15-16-43-90.jpg


Hosting this site is not free. We understand if you can not help support us, but we ask you let our ads run so we can get revenue from ads to help support this community!
If you have a membership, please sign in.