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Getting effects to show up in the Pipboy Effect list


BrendonLeCount

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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

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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.

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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.

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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...

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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 beta

http://www.fallout3nexus.com/downloads/file.php?id=11418

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