nogare321 Posted January 12, 2014 Author Share Posted January 12, 2014 (edited) 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. Edited January 17, 2014 by nogare321 Link to comment Share on other sites More sharing options...
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