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Murphy's law of modding dictates that this will therefore be impossibly difficult :teehee: Potions are hard-coded to be single use only. You could try creating an ersatz potion using a clutter Activator form, then script it to behave the way that you want. Thanks you steve40 for the quick reply and the suggestion! I don't know what a 'erstaz' potion is but if I understand you correctly then what you are suggesting is similar to my backup strategy. That is to run a script to give the player a new custom potion every time a vanilla potion is used. I don't want to run something that listens for potion usage and rather have the 'use potion' script call my script. That being said, I still don't know where to start. I know how to make a mod with the potions I want and how to give them to the player. I just don't know the best way to call it. Thanks again for any help!
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So I've gotten my feet wet with some simple spell and weapon modding with CK and thought I'd like to try something a little more global but quickly got stuck. What I'd like to do is make all existing potions have multiple uses. I thought that would be an easy start but cannot find where that is coded. All I can find are the standard properties that call the various effects but nothing that tells the game to remove the used potion. I know I'm a little out of my league but that's how you learn new things. Thanks in advance.
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New member. With Scaled armor + iron flesh + steadfast ward my Armor value is 190 something. I still get one-shotted to death all the time by arrows (eg. recently falmers) and some melee. Im level 23 mixed player with only 170 normal HP and in general, if I get hit at all I'm pretty much toast. Is this common?? Thanks!!