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Help with adding multiple activate choices


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Im trying to make a patch for horizon and the machine and her, since the way they handle lockpicking/hacking conflicts. Horizon adds more options to open locks via activate choices like if youre sneaking you can use explosive charges or use tools if youre not. the machine and her adds a companion who can lockpick for you but unlike the vanilla follower, you have to use an activate choice on the container itself. therefore the two mods cant work together since the game only allows one extra button for activating (for whatever reason). i tried to separate them with adding conditions (player isweaponout=0 and isweaponout >0) to the perks handling these options but this doesnt work. i tried with other conditions as well like sneaking but that doesnt work either. hoping someone here know what im missing or has some other ideas.

 

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I constantly have the same AddActivate conflict issue with my own mods that add menus to Workshops, Containers or Actors.

 

The only way I found to deconflict is a massive GetFormFromFile lookup block that tests if known conflicting perks are installed in remote mods to offer the player choices to switch them when they try to install/activate/enable the local one.

 

Trying to do this on the perks with conditions never worked right and after a lot of faffing about I gave up. Best of luck !

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I constantly have the same AddActivate conflict issue with my own mods that add menus to Workshops, Containers or Actors.

 

The only way I found to deconflict is a massive GetFormFromFile lookup block that tests if known conflicting perks are installed in remote mods to offer the player choices to switch them when they try to install/activate/enable the local one.

 

Trying to do this on the perks with conditions never worked right and after a lot of faffing about I gave up. Best of luck !

Im afraid i dont 100% get what you mean, is it basically impossible then to use multiple addactivate perks in game? (without making a third one to open up a menu to choose from all possible options) btw i found that if i order my conditions well enough, it opens up the dialouge menu with every option listed, though id save this for a last resort

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You can make an equippable item (armor or potion) to conditionalize/add-remove the two perks.

 

Armor: if equipped (worn), Horizon, if unequipped, Machine and Her. Don't forget that not all armors can be equipped/unequipped while you're in Power Armor (Body Slots).

 

Potion: if equipped (consumed), Horizon, if equipped (comsumed again), Machine and Her. Of course you also need a script that gives you a new potion you consumption. (And you may want to make two potions: Potion 1: "Switch to Horizon" (upon consumption, add Potion 2.) Potion 2: "Switch to Machine and Her" (upon consumption, add Potion 1.)

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To avoid conflicts, may control perks activity by a spell (e.g. Ability on Player), both perks should be applied by magic effects bound to a single spell with mutually exclusive conditions, e.g. WeaponOut or sneaking as suggested. Similar to above suggestion, can use ring enchantment or something to attach this ability to player, or maybe a quest alias.

Edited by hereami
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