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SinseiTD

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  1. I tried it already myself but i just cannot find a way that works (https://forums.nexusmods.com/index.php?/topic/10228808-iterating-through-inventory-references/). Maybe someone of you can help or even create the mod. Basically what i thought about: The mod should slowly (maybe either via a changeable variable for the amount and speed) restore the enchantment uses on each weapon in your inventory. I hate the "manual" restoration via soul gems and the like, but i also dont want to be overpowered by having one full weapon all the time. So the best would be to have multiple different enchanted weapons that get restored while i dont use them.
  2. Array_var invItems Array_var invTemp Array_var invRefs ref rItem ref refItem ref plsRef Short weaponAusgabe Short enchantedAusgabe int zzzTestVal1 float zzzTestVal2 float zzzTestVal3 Begin GameMode let invTemp := ar_Construct Array let invItems := Player.GetItems 33 Set weaponAusgabe to 0 Set enchantedAusgabe to 0 Set zzzTestVal1 to 0 Set zzzTestVal2 to 0 ForEach invTemp<- invItems let rItem := invTemp["value"] let refItem := *invTemp Set weaponAusgabe to weaponAusgabe + 1 let invRefs := player.GetInvRefsForItem rItem let plsRef := invRefs[0] if GetObjectCharge rItem != zzzTestVal1 Set zzzTestVal1 to GetObjectCharge rItem EndIf if plsRef.GetCurrentCharge > 0 Set zzzTestVal2 to plsRef.GetCurrentCharge plsRef.ModCurrentCharge 20 Set zzzTestVal3 to plsRef.GetCurrentCharge EndIf Loop Message "%.0f waffen! %0.f enchanted! TestVal1 %.0f. TestVal2 %0.f. TestVal3 %0.f", weaponAusgabe, enchantedAusgabe, zzzTestVal1, zzzTestVal2, zzzTestVal3, 2 let invTemp := ar_Null let invItems := ar_Null End That's what i used for 1. As i said, i could see the value changing for the plsRef-variable/reference, but it didnt reflect ingame (i tested with a weapon with 856/1600 charge, which stayed at 856).
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