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Is there a way to reset chemistry sets?


dieangel68

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This is not the problem i have, the issue is that i DID use the one at doc mitchel's but now i have a mod for chemistry sets that turn them in a special drug workbench, but this one can't work because aparently once you "used" a chemistry set in the vanilla game, the use trigger (or whatever it is) cease to exist.

 

Hence i would like to revert the chemistry set to it's state "before i used it" if it's possible.

 

I restarted my main game 4 times thios week , i think i can't stomach to defend goodspring against the powder ganers anymore.

Edited by dieangel68
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  • 4 months later...
the script is under GSChemistrySetScript. at the end of use it runs SetDestroyed 1 so you would have to remove the 2 lines that say that. if it is destroyed in your game make a script to rerun the script on the chem set (like a quest phase in the generic quest) that runs at start up. that should undestroy it
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1.the easiest way to solve this is to add a new chemistry set in your player house and add the script from the mod you are using. you can find the model under activators.

 

2.another option is to disable docs set and replace enable a copy instead and attach the new script.

 

example for 2:

 

create an area trigger outside the entrance to docs house.

 

create a copy of the chemistryset (it is an activator)place it next to the existing set, if you use the same coordinates the geck can crash.

 

attach this script to the activator:

 

SCN chemistrysetTriggerSCRIPT

 

short once

 

begin onTriggerEnter player

 

if once == 0

 

chemistryset1REF.disable

chemistryset2REF.enable

 

set once to 1

 

endif

 

End

 

EDIT: checking the geck webpage there may be an easier way. instead of disabling/enabling you can try, chemistrysetREF setDestroyed 0. i havent tried that so i am not sure if it works. (i dont know the name of the set so you will have to look that up in the cell window.)

 

good luck..

Edited by viking99
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