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Detecting weapon poison through scripting


nogare321

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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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  • 4 weeks later...

You could use the HasEffectKeyword function: http://www.creationkit.com/HasEffectKeyword_-_ObjectReference . You need to make sure that the effect used for the poison has a keyword that matches what you have used in the function. Detecting if the player decides not to poison the weapon would not be necessary as this would be already obvious to the game or any scripts due to the fact that the weapon would still not have the effect on it, or if trying to reapply the effect then the function I mentioned before would make it so that it makes no difference anyway as both outcomes would be the same.

 

  On 12/19/2013 at 3:56 PM, gulogulo said:

Im also curious about it. I would like to poison weapon via script but have no idea how to do it.

 

You could have a spell that applies the poison effect then use this function: http://www.creationkit.com/Cast_-_Spell on the weapon to trigger the spell on itself which will then add the effect.

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