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Vyro

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    Bosnia and Herzegovina

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  1. Ah, that's my mistake. It wasn't GetEquipType it was GetEquipItemType - which has nothing to do with equipment, just the type of item it's checking. I do appreciate the immediate response. I did find a makeshift solution I believe in that manner bouncing Perks across one another. Not the most elegant - but it's functioning as we speak. I would very much like a more direct solution though, perhaps I'll divulge into Papyrus to sort this one out properly. Thank you again for responding. I'll look into the Weapon/ClothingToCheck.
  2. So, I'm trying to mess with a Perk in the game; but I don't want to change it's default behavior. I simply want to add a condition that checks if a specific OMOD is equipped on the players equipment to access another branch of the Perk. The problem from what I can tell though is GetEquipped/GetEquippedType doesn't give two spits about ObjectMods, just Equipment. Is there another condition I can use to check if equipment on a player has a specific OMOD attached to it? If this requires Papyrus just let me know. I figured it would be intuitive to the creation kit, but I can't find anything specific to targeting OMOD's that are attached to armor. Everything checks out fine, if I target the armor the condition clears and it works as intended. I need it to target one specific ObjectMod though. Is that possible? Another idea I had that I don't know would work is applying a keyword to the OMOD and then hopefully it would transfer like parent/child to the armor? I could then use Haskeyword to check if it's available on the armor. I don't think it works like that though ... If there's any solution to this, please let me know. I'll keep testing in the meanwhile.
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