Tagaziel Posted November 10, 2010 Share Posted November 10, 2010 Another script problem: I can make weapons and armour pop infoboxes, but stimpaks and bobby pins prove to be tougher nuts to crack. scn ADMBobbyPinScriptbegin OnEquip playerif GetGlobalValue ADMmode == 1 ; A Description Mod global value - 1 is examine mode, 0 is regular gameplay modeshowmessage ADMBobbyPinDescendifend This doesn't work. I found something on this wiki: http://cs.elderscrolls.com/constwiki/index.php/OnActivate According to that, I should be able to create a script that would allow me to force eg. a bobby pin to display a message box when activated. Problem is, how would I do that? Please help. Link to comment Share on other sites More sharing options...
Cipscis Posted November 10, 2010 Share Posted November 10, 2010 (edited) Assuming nothing has changed with regard to this since Fallout 3, miscellaneous items cannot trigger scripts. However, books will activate OnEquip blocks, and ingestibles can trigger effect scripts if they are set up to do so. Cipscis EDIT: Just to clarify - I'm referring to these items as inventory items, as opposed to references in the game world. Cipscis Edited November 10, 2010 by Cipscis Link to comment Share on other sites More sharing options...
FutureVisions Posted November 10, 2010 Share Posted November 10, 2010 Don't think you can make it for the bobby pins since they are not activateable or equipable objects. Unless you create a new armor item and replace the bobby pins themselves.For stimpacks the OnActivate block should work. The OnEquip would also not work here because stimpacks can't be equipped by default. Edit: Cipsis beat me to it Listen to him :thumbsup: Link to comment Share on other sites More sharing options...
Lingwei Posted November 10, 2010 Share Posted November 10, 2010 The OnActivate block would work if you activated from the gameworld (i.e pressed e to pick it up). Link to comment Share on other sites More sharing options...
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