Razakel Posted September 24, 2010 Share Posted September 24, 2010 I'm trying to make a script that enables and disables an item after a potion is drunk so the effect is to pick up a glass, fill it and then put the glass back down. The first part works but the second part doesn't re-enable the object. Any hints? (This first part is set on an activator) scn 0TiberSeptimWineGlassScript Begin OnActivate TSWineGoblet.disableplayer.additem UpperSilverGoblet02 1 end (This part is added to a potion) scn 0TiberSeptimWineGlass2Script Begin OnActivate TSWineGoblet.enable End Link to comment Share on other sites More sharing options...
PacificMorrowind Posted September 24, 2010 Share Posted September 24, 2010 I'm trying to make a script that enables and disables an item after a potion is drunk so the effect is to pick up a glass, fill it and then put the glass back down. The first part works but the second part doesn't re-enable the object. Any hints?yep... OnActivate is only run in the world not menus; when in your inventory if you activate an item it instead runs OnEquip... however I've heard that won't work for potions... so change part 2 to this: scn 0TiberSeptimWineGlass2Script Begin OnEquip TSWineGoblet.enable End and if that doesn't work (as I've heard IIRC) you'll have to do it the complicated way - add a script effect to the potion and in the script effect's script use this code: scn 0TiberSeptimWineGlass2bScript Begin ScriptEffectStart TSWineGoblet.enable End Hope that helpsPacific Morrowind Link to comment Share on other sites More sharing options...
Razakel Posted September 24, 2010 Author Share Posted September 24, 2010 Thanks, the second solution solved it:) Link to comment Share on other sites More sharing options...
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