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nogare321

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About nogare321

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    Skyrim

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  1. Like I said before, I've come up with a work around, but I doubt it will work for anyone else. My mod adds some potions that have different effects depending on who drinks them. If an NPC drinks them, they act like a potion. However, if the player drinks them, then a script will equip a specific poison. My problem was in trying to detect if the player had chosen not to apply the poison, or if the weapon was already poisoned. As you can't detect poisons directly, my work around doesn't even try. I simply have a script that displays a message box after it equips the poison. This effectively stops the script advancing until the player chooses to poison or not as the poison message has priority. After my message box, I run a search on the player inventory and If I find the poison I was trying to equip, I remove it and add the potion back into the inventory. Not very elegant, but the best I can do under the circumstances. Edit: I believe the next version of SKSE will be able to detect poisons on equipped weapons using the wornobject function.
  2. Well, Thanks for all your thoughts. I'll see if I can make a work around.
  3. I've just tried to use the objectreference function AttachAshPile with a custom activator instead of the default, but I've found that the default is attached anyway. Would anyone know how to disable the default ashpile spawn? Thanks. Edit: Again, I've worked out the problem after getting some sleep...
  4. HI, I'm working on a mod that creates an effect that is supposed to slow down any dwemer automaton it is cast on. However, I can't get it to do anything. I've tested the effect on nords, bretons, and bosmer and everything seems to work fine, but when I use it on an automaton, nothing happens. I've got a line in the script that tells me what the actor's value for its speedmult is, and this does go down correctly, but the actor doesn't slow down if they are dwemer machines. Any ideas, hints, or help would be appreciated. Thanks, nogare321 Edit: I've worked out my issue. Being up too late while trying to fix a complicated effect....
  5. To all the other modders out there, has anyone worked out how the weapon poison effect works? I'm trying to create a poison with scripted effects, that part is fine. However, I'm getting into trouble when I try to detect if a poison has already been applied to the weapon. I also want to know if the player decides not to poison the weapon. Does anyone know where I could find these actions in the Creation Kit? Or are they internal ones? Thanks!
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