nexusclod Posted February 19, 2022 Share Posted February 19, 2022 Hey everybody, I'm working on something and am trying to use an "Ingestible" (ALCH) item to activate a spell (MGEF). I've made it craftable in the chemistry station in the usual utility section (COBJ). The item is craftable, assigns to the quick slots, works, but is consumed on use. What really obvious thing am I missing to get this to not be consumed on use?Thanks Link to comment Share on other sites More sharing options...
IsharaMeradin Posted February 19, 2022 Share Posted February 19, 2022 Not possible to my knowledge, but maybe FO4 is different in this respect (doubt it though). What you could do is create a scripted magic effect (as the 1st ingredient effect) that restores a new instance of the item after a short duration. I did something similar with a Skyrim mod. Basically, the OnEffectStart event triggers your spell and such and the OnEffectFinish event restores the item to the player. However, said effect may appear in the crafting menus as a learned effect. Might be a way to hide it but I do not recall if there is or not. Link to comment Share on other sites More sharing options...
nexusclod Posted February 19, 2022 Author Share Posted February 19, 2022 I was wondering about a use-then-replace possibility with a few mods that did something similar I've been looking at. Probably long past time for me to dive into papyrus I suppose. Thanks for the help. Link to comment Share on other sites More sharing options...
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