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How to add a no power armor condition to actions


Aasmodeusss

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Is there a way to prohibit lockpicking ability altogether? Perks do raise Gate, but it starts as 1 for Advanced. Would Gate -1 be applicable then, or how?

 

Guess i've forgotten that Default is problematic no less. While it feels essential that must belong to own separate category, but in practice they conflict with just regular additional Activate choice, which results in system default activation. Even more weird for Doors, which have only one system activation option and should normally have 3 conflictless slots in overall.

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Is there a way to prohibit lockpicking ability altogether?

 

None that I'm aware of. The native game code decides which processing (Lockpicking, Pickpocketing, etc.) to run OnActivate and which activate text to show: "Unlock", [inaccessible], "Pickpocket"...

 

Maybe by invoking one of the functions of the menu that contains these activate buttons (I guess it was the PromptMenu) can hide "Unlock" but I rather think it requires one to edit the menu (.swf) itself (F4SECodeObject).

 

By the way, disabling pickpocketing (which is pretty similar to lockpicking in this regard) is only possible through quest aliases if I'm remembering right.

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Well, if want to maintain cooperation with unpredictable number of mods, then yes.

 

Scripted block would be least vulnerable probably. Not so complicated, if wish to learn a bit.

Still might try Run Immediately perk to force objects into an alias with a blocking script, maybe that perk option is more reliable? Needs testing, but hopes are low, i guess now.

 

For locks specifically, there is another option, i think, if to handle inventory stack of BobbyPins. Remove when Power Armor is equipped and restore as necessary, silently. OnItemAdded() Event for picking other Bobbypins while in Armor should be provided as well.

In worst case, might possibly use perk to multiply Sweet Spot by 0, since metal fingers are big and clumsy.

Edited by hereami
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