So I am having problems making the onConversation event open the invisible inventory object. I probably don't understand the details of the onConversation event, and it has been a long damn time since I coded conversations. Do I actually need a conversation object, and if so, do I call the onConversation event/script from the conversation in the actions tab, or is it supposed to hook by itself?
What I want to do is when a player clicks to "speak" to the object (the default action on these placeables), then the onConversation script fires, forcing the player to open the inventory object.
Edit:
NM, I am just going to have the player click directly on a placeable called Gem Slot. I just gotta make it within a clickable range in relation to the creature. I think I will then turn off the targetable aspect of the creature. This should fix everything.
More Edit:
Ok, scripts are done. What I have is a point 0.5 meters above the gem slot you can click on that says "Gem Slot". This is separate from the creature clickable of "Gem Pillar", etc. All you need to do is place the creature hybrid and it automatically spawns and fills the gem slot container object. Any time you change the item in the container, it copies over and attempts to apply it to the lhand slot in the creature hybrid.
On death, the pillar destroys the container to prevent duplication of items. This probably needs more work to make it accurate with pick pocket and stuff. I'll let others perfect it. For now, I have just set the pillars to immortal to prevent death.
I haven't tried it yet, but since these are creature models, it should be fine to apply visual effects to the model, such as face glows, light emission, or location based FNF/DUR effects. Ghost/Ethereal should be interesting too. I'd like to see what it does to the gear displayed.
Also, what I might suggest doing, is to apply something small and glowing, like an indicator on console games, to the position of the "gem slot" placeable. That way, players will see that it has something useful above it, and that clicking on the actual statue is not the way to reach that goal.
So if I get around to making something like the statue with two gems for eyes ... which I probably won't given that I leave for a camping vacation in a few days ... I would probably make it have two "gem slot" placeables, one for each eye, and set the inventory placement for the gem to main or offhand. Then on the model I would make one eye the right hand and one the left.
Of course the only issue with that is that all my gems and orbs are aligned to fit the left hand using Kurairyu's Visible hands. The gems baseitem is IN the hand, and the orb baseitem is floating at or near fingertip distance. But if somebody wants to mod my stuff, it is completely free and open!