There's charcoal for defacing it, but artistic interpretation requires a proper paint brush, specifically one that you'll currently find on the desk in the Player Suite. If you have the brush in your inventory, you paint (and the deface option isn't given). If you only have the charcoal, your options are cruder.
The initial state of the poster may not be correct. I still haven't figured out how to make sure it starts clean, probably an OnLoad block in the script to make sure its visual state matches the stored variables.
Via the console, you can select the poster, and use the PlayGroup command to set its state.
"PlayGroup Forward 1" removes charcoal. "PlayGroup Backward 1" adds charcoal. "PlayGroup left 1" adds paint. "PlayGroup right 1" removes paint.
Check the state with "SV" and reset the StateDefaced and StatePainted variables as needed.
The script checks those, and uses GetItemCount to see if you have the tools.
I also left in the two earlier versions of the poster that just had one option. They aren't placed anywhere, and each uses only Forward/Backward. FreijaPoster has just charcoal, FreijaPoster2 has just paint, and FreijaPoster3 does both. Each has its own script, of course.
Feel free to move the Charcoal and Paint Brush elsewhere if that would let you add mini-quests (hint, hint, nudge, nudge).
Fair warning: I'm trying to take it further, and use the niFlipController to animate the transitions, so the charcoal or paint won't appear instantly, but build up over a few seconds. So this isn't the final version - do I ever finish anything?
This post has been edited by ghastley: Jun 17 2013, 04:18 PM
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Mods for The Elder Scrolls single-player games, and I play ESO.
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