satojo Posted May 2, 2024 Share Posted May 2, 2024 I am creating a mod on collectibles and have it set up to display a description when obtained. This mimics how it works when picking up a magazine. It looks like this: I recently made a change to the way it is obtained. Previously, individual items were inserted directly into the leveled list, but the new version inserts only one food item into the leveled list. When this food item is used, a script is used to obtain one of the collectibles from the dedicated leveled list. This script is copied from the one regarding Nuka Cola caps. However, I noticed that while the message is displayed correctly when picked up directly, it is not displayed when dropped from the food item. Also, there are no voices or sound effects. Is there a solution to this problem? Link to comment Share on other sites More sharing options...
LarannKiar Posted May 2, 2024 Share Posted May 2, 2024 The description can be applied through an ObjectMod, so maybe that item mod missing. FeaturedItem keyword causes the the "legendary" sound effect to be played and the ExamineMenu to be opened, upon receiving the item the first time. Link to comment Share on other sites More sharing options...
satojo Posted May 2, 2024 Author Share Posted May 2, 2024 Thanks for the reply. For my mod, this is a misc.item, so I don't think I can use omod. In my first post I was missing some details. To elaborate a bit more, these items already have the FeaturedItem keyword added to them, and if you pick up a fallen item, the text and sound effects are applied without any problems. However, the text only seems to not appear when obtained through a script. There is no text and sound effects, but the ExamineMenu does open. Then once I drop it at my feet and pick it up again, the text displays correctly and the sound effects play. Also, the script used to obtain it is as follows. This is basically a duplicate of the NukaColaBottleCapAdderSCRIPT. ADDLIST is assigned the LL for the drop. There may be another problem here...... Quote Scriptname TCADD extends activemagiceffect Const {etst} LeveledItem Property ADDLIST Auto Const Event OnEffectStart(Actor akTarget, Actor akCaster) akCaster.additem(ADDLIST) EndEvent Link to comment Share on other sites More sharing options...
satojo Posted May 7, 2024 Author Share Posted May 7, 2024 (edited) After several tests, I found that the text and sound effects display was disabled when the Pip-Boy was open. Some means of bypassing this is necessary. Or, we need to display messages on items in some other way. Is there a better way? Edited May 7, 2024 by satojo Link to comment Share on other sites More sharing options...
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