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Create chem/food/aid item that isn't removed from inventory when used


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I'm trying to create an activator object to trigger an effect. I want something the player can carry around in inventory and click/activate/consume to fire a script. I know how to do this with normal chem/food objects, but I don't want the player to have to carry around a stack of activators or make a new one every time they want to use the effect.

 

I've tried making the activator a misc item. I copied one of the burnt books to make the item and attached a script to it with event handlers to trigger the script. The OnActivate() works when the object is picked up or deliberately actcivated in the Pipboy, but not if you just click on it. The OnEquip() event handler shows a message saying the item is not equippable. The script actually works, but the message is annoying. I can use either of these methods, but they're not ideal. I'd like to have something you can save to Favorites and use over and over again.

 

I've used mods with activators like this. They're Aid items that show up in the same Pipboy tree as food and chems and medicines, but they don't get removed from inventory when you "consume" them. An example is the Take Cover activator in Take Cover. I've opened some of these mods up in CK to see how they work. Most are just standard-looking Aid items that call an effect to trigger as script. I've looked for a flag or something to tell the game not to remove the item when used, but I don't see anything special. Am I missing something? Does anyone know how to make an item like this?

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