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Shnerr

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  1. I am attempting to make a simple alchohol overhaul mod for Fallout 4, and I'm having trouble getting a script to add a potion to the player's inventory after drinking another potion. The basic idea is that drinking a full bottle of bourbon, rum, vodka, moonshine, or whiskey all at once is a horrible idea, so I want to break the liquors into smaller units. Essentially, there would be a Bourbon 4/4, Bourbon 3/4, and so on. I want to add a bourbon 3/4 to the player inventory after drinking bourbon 4/4. The script below is not working. This script is attached to a magic effect that is added to each liquor. Can anyone tell a rookie where I'm going wrong? Scriptname AlchOverAddBourbon34 extends activemagiceffect Potion Property Bourbon34 auto const Function AddBourbon34() Game.GetPlayer().AddItem(Bourbon34, 1) Endfunction
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