So, I'm taking my first foray into the wonderful world of Oblivion scripting, and I've run into a minor problem. What I'm trying to do is make a spell that: A)Checks if the player has any of a specific Mod arrow B) If not Add 6 Mod arrows to the Player inventory C)Equips said 6 arrows D)Otherwise, do nothing Now, A, B, and D I've accomplished. It's C that's giving me problems. scn 1RegBullet
begin scripteffectstart
if player.GetItemCount 113bullet == 0
player.additem 113bullet 6
player.equipitem 113bullet
endif
end
So, this is what I've got now. THe problem is it gives me all 6 bullets, but it only equips one bullet, and the other 5 occupy a seperate inventory slot, necessitating I manually equip them, defeating the point, plust that one bullet acts weird, occacsionally becoming an item I can't unequip.