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Setting the base damage of a weapon with SKSE


BuggerBurger

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I made a script that is supposed to set the base damage of a weapon the script is attached to, but it isn't setting the base damage.

 

The script type is ObjectReference

debug.Notification("Damage set to " + TotalDamage)
 
debug.MessageBox(((self as Form) as Weapon).GetSpeed())
 
((self as Form) as Weapon).SetBaseDamage(math.floor(TotalDamage) as Int)
((self as Form) as Weapon).SetCritDamage(math.floor(TotalDamage * SneakMod) as Int)

((self as Form) as Weapon) is returning None, I'm looking for the proper way to grab self as a weapon and setting the base damage of it to a desired value

Edited by BuggerBurger
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