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kopuz89

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Everything posted by kopuz89

  1. This might not be the proper way of doing it, but in theory you could create a quest that is always active and attach your script to that. The event for shooting is: pulled from wiki ; Event is sent to the player Event OnPlayerFireWeapon(Form akBaseObject) Debug.Trace(akBaseObject+ " weapon fired by player.") endEvent
  2. By deleted changes do you mean forms in the object browser? If so you need to reload your plugin for the deleted forms to disappear from the object browser.
  3. If you right click/edit on the mod you can see its name and a description of what it does as you see in game. For example "mod_HuntingRifle_Receiver_Heavier(OMOD)" is the Hardened Receiver for the hunting rifle. In the center of the edit window is where the item property modifiers are, you can see that the Hardened Receiver increases weight(fweight),attack damage(iattackdamage) and value(ivalue). Also "co_mod_HuntingRifle_Receiver_Heavier(COBJ)" is used to make the weapon mod show in the weapon crafting bench.
  4. Just a though, maybe you could do a projectile override like mentioned above and then make a weapon mod for the melee weapon that does a ammo conversion?
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