africaisstarving Posted September 28, 2014 Share Posted September 28, 2014 (edited) SOLVEDSo I added this effect to an armor is scripted effect and the effect starts only on equipping equipping-ing the armor even tho all code is in start gamemode. OK FINE FALLOUT3! All is well except that I want everyone wearing the said armor to feel the script's effects. Any other better way of doing this? Seems FO3 only updates the enchantment on equip so any changes I make to the script don't update in the mod . Problem is most npc's don't just unequip the armor cause . Anyone has any solution?I am trying to add an armor pulse effect when is raining to all armors that are mechanized. Works on my armor but only on my armor. But if I resurrect someone works on their armor too. I guess token ref scanner is probably the only way to go :sad: I was trying to avoid that. Edited September 28, 2014 by africaisstarving Link to comment Share on other sites More sharing options...
africaisstarving Posted September 28, 2014 Author Share Posted September 28, 2014 FIGURED IT OUT!I struggled so MUCH!!! trying to figure out why the hell changing enchantments on armors do not affect NPCs. Yes apparently they don't. At least not the pre placed ones. They only affect NPCs that spawn. I have tried everything they just don't update their enchantments UNLESS!!!!!!! you add something in their inventory. Yes. I scan ref and add a dummy token and the token is set to remove me. That updates their armor enchantments and so any change you make becomes retroactive. Wow. Problem is you need to be able to add it again or else their enchantments again lag behind your updated effects. All these power armor mods do not affect preplaced NPCs their enchantments are still vanilla. Only affects newly spawned NPCs. So I set my code to add token only when is raining and the token is set to fade when rain is gone so that next time is raining a new token gets added and NPCs get updated armor stats. WOW. Link to comment Share on other sites More sharing options...
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