BrendonLeCount Posted February 24, 2010 Share Posted February 24, 2010 Is there a trick to having an effect applied by your mod show up in the Effects (EFF) list on the Stats/Status tab of the pipboy? I've tried applying Actor Effects with player.CIOS, and abilities with player.addspell, and in neither case do they show up. I've verified that, at least with player.addspell, the effect is applied - the special stats change appropriately, though no +'s or -'s are visible to indicate that stats are being changed by an effect (apart from those applied by armor, etc. outside of my mod). The effects are being applied by an HTS mod, using a gamemode block type script (I'm still in early debugging). Thanks Link to comment Share on other sites More sharing options...
pkleiss Posted February 24, 2010 Share Posted February 24, 2010 You could try putting the effects on an ingetible and then force the player to consume it. Link to comment Share on other sites More sharing options...
Lingwei Posted February 24, 2010 Share Posted February 24, 2010 Is there a trick to having an effect applied by your mod show up in the Effects (EFF) list on the Stats/Status tab of the pipboy? I've tried applying Actor Effects with player.CIOS, and abilities with player.addspell, and in neither case do they show up. I've verified that, at least with player.addspell, the effect is applied - the special stats change appropriately, though no +'s or -'s are visible to indicate that stats are being changed by an effect (apart from those applied by armor, etc. outside of my mod). The only effects that show up on the pipboy are those that are listed as perks. If you want the effect to show up you'll need to create the perk and assign the effect as an effect of the perk. Alternatively you can just create a dummy perk (as in don't actually assign the effects to the perk) and write the description explaining what the change is. Then when you add the effect include scripting that adds the perk to the player at the same time, and that removes the perk from the player when the effect ends. Link to comment Share on other sites More sharing options...
pkleiss Posted February 24, 2010 Share Posted February 24, 2010 The only effects that show up on the pipboy are those that are listed as perks. Not true. Armor enchantments and ingestibles also show up. Taks some psycho, you'll see its efects in the pipboy. Put on power armor, you'll see its effects as well. Link to comment Share on other sites More sharing options...
BrendonLeCount Posted February 24, 2010 Author Share Posted February 24, 2010 I'll try the ingestible trick, although I'd like for the duration to be indefinite and removed manually by my code, which seems to require the effect to be classed as an ability (though I guess if it wears off, the ingestible would just be eaten again as the code is written now). I'm pretty sure I've seen mods that get by without it though. Here's a bit of the code, anyway. ; Blackout (potentially fatal) If (fAlcohol >= fLevelAlcoholBlackout && Player.IsSpellTarget IMCNBlackout == 0) Player.AddSpell IMCNBlackout Player.RemoveSpell IMCNHammered Player.RemoveSpell IMCNDrunkenMaster Player.RemoveSpell IMCNDrunk Player.RemoveSpell IMCNBuzzed Player.RemoveSpell IMCNDeadSober ; Hammered Elseif (fAlcohol >= fLevelAlcoholHammered && Player.IsSpellTarget IMCNHammered == 0) Player.RemoveSpell IMCNBlackout Player.AddSpell IMCNHammered Player.RemoveSpell IMCNDrunkenMaster Player.RemoveSpell IMCNDrunk Player.RemoveSpell IMCNBuzzed Player.RemoveSpell IMCNDeadSober ; The sublime state that is Drunken Master Elseif (fAlcohol >= fLevelAlcoholDrunkenMaster && Player.IsSpellTarget IMCNDrunkenMaster == 0) Player.RemoveSpell IMCNBlackout Player.RemoveSpell IMCNHammered Player.AddSpell IMCNDrunkenMaster Player.RemoveSpell IMCNDrunk Player.RemoveSpell IMCNBuzzed Player.RemoveSpell IMCNDeadSober ; Drunk Elseif (fAlcohol >= fLevelAlcoholDrunk && Player.IsSpellTarget IMCNDrunk == 0) Player.RemoveSpell IMCNBlackout Player.RemoveSpell IMCNHammered Player.RemoveSpell IMCNDrunkenMaster Player.AddSpell IMCNDrunk Player.RemoveSpell IMCNBuzzed Player.RemoveSpell IMCNDeadSober; Buzzed Elseif (fAlcohol >= fLevelAlcoholBuzzed && Player.IsSpellTarget IMCNBuzzed == 0) Player.RemoveSpell IMCNBlackout Player.RemoveSpell IMCNHammered Player.RemoveSpell IMCNDrunkenMaster Player.RemoveSpell IMCNDrunk Player.AddSpell IMCNBuzzed Player.RemoveSpell IMCNDeadSober ; Sober/Dead Sober Elseif (fAlcohol < fLevelAlcoholBuzzed) Player.RemoveSpell IMCNBlackout Player.RemoveSpell IMCNHammered Player.RemoveSpell IMCNDrunkenMaster Player.RemoveSpell IMCNDrunk Player.RemoveSpell IMCNBuzzed If (fAlcohol == 0 && GameDaysPassed - fSoberTimer >= fTimeDeadSober && Player.IsSpellTarget IMCNDeadSober == 0) Player.AddSpell IMCNDeadSober Elseif (fAlcohol > 0 || GameDaysPassed - fSoberTimer < fTimeDeadSober) Player.RemoveSpell IMCNDeadSober ENDIF I'm really missing those case statements... Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted February 24, 2010 Share Posted February 24, 2010 I would go the enchantment route, check out how all the tailor made doodads do it. Extra props if your screen name come from Shaftoe fandom. Link to comment Share on other sites More sharing options...
BrendonLeCount Posted February 24, 2010 Author Share Posted February 24, 2010 Yup, definitely the syphilitic Shaftoe. Link to comment Share on other sites More sharing options...
BrendonLeCount Posted February 25, 2010 Author Share Posted February 25, 2010 Ok, had a chance to try it out. Using an object effect (apparel) applied via castimmediatonself works perfect - no "spell added" spam, and it shows up on the effects list. The constituent base effects seem to need durations though - it wears off eventually (dropping the stat changes and disappearing from the effects list), and doesn't show up at all if duration is 0. So in the above code, the penalties will periodically disappear for a second or two while the block waits to execute again. Not a big deal. I'm guessing if the effect was applied to an object, the stat changes would apply as long as it was equipped, then wear off some time after it was unequipped based on duration? Anyway, thanks. :thumbsup: *edit - and a link to the betahttp://www.fallout3nexus.com/downloads/file.php?id=11418 Link to comment Share on other sites More sharing options...
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