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How to detect an equipped potion?


hereami

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If it's just one npc, couldn't you just make copies of the food with the intended extra effect, and you put a script on the actor via ReferenceAlias on a Quest so when they receive the vanilla food, the script swaps it with the mod version?

Applicable, but for another reason. It appears that modified duration of consumable expires prematurely for npc, when she travels between adjacent worldspaces or maybe just enters an interior without Player, amount of time passed is negligible, unless npc fall under some sort of relativistic rules. Duration was Set by perk and possibly this modified part just vanishes OnUnload or whatever else. I haven't tested yet if same happens for hardcoded long Duration.

 

Looks like perk mults for spells may be unreliable even for Player and just not safe in case of long-lasting applications. For example, if Magnitude for Detrimental PeakValueModifier Health is multiplied by a temporary (maybe that's the reason? can't say, but also perk modifiers for spells aren't retrospective) perk, then it keeps at full untill game reload, but after loading a save only default Magnitude appears in display, although actual amount of Health taken is as multiplied. When effect expires, you lose that phantom amount permanently, only hardcoded Mag is restored.

Edited by hereami
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