GreatLucifer Posted December 29, 2010 Share Posted December 29, 2010 (edited) Hey all. I'm having some trouble with a script. I want a script to run when a (specific) potion or poison is being used, but I found out these are the exceptions on which the OnEquip block won't work. So I consulted the cs.elderscrolls wiki, but it seems to be incomplete... The first link here says;"This block will not run when potions, poisons, or ingredients are consumed by the player. Instead, use a MenuMode block inside a script effect for the item."http://cs.elderscrolls.com/constwiki/index.php/OnEquip Which leads me to this one;http://cs.elderscrolls.com/constwiki/index.php/MenuMode 1001 = Message1002 = Inventory1003 = Stats1004 = HUDMain1005 = HUDInfo1006 = HUDReticle1007 = Loading1008 = Container, Barter1009 = Dialog1010 = HUDSubtitle1011 = Generic1012 = SleepWait1013 = Pause1014 = LockPick1015 = Options1016 = Quantity1017 = Audio1018 = Video1019 = VideoDisplay1020 = Gameplay1021 = Controls1022 = Magic1023 = Map1024 = MagicPopup1025 = Negotiate1026 = Book1027 = LevelUp1028 = Training1029 = BirthSign1030 = Class1031 = Attributes1032 = Skills1033 = Specialization1034 = Persuasion1035 = Repair / Ingredient Selection (Alchemy sub-menu)1036 = RaceSex (Character Generation Screen)1037 = SpellPurchase1038 = Load1039 = Save1040 = Alchemy1041 = SpellMaking1042 = Enchantment1043 = EffectSetting1044 = Main1045 = Breath1046 = QuickKeys1047 = Credits1048 = SigilStone1049 = Recharge1051 = TextEdit I can't seem to find the potions/poisons menu among these.... Does anybody know which one to use, or another workaround? Thank you, Lucifer Edited December 29, 2010 by GreatLucifer Link to comment Share on other sites More sharing options...
Deleted1848331User Posted December 29, 2010 Share Posted December 29, 2010 As far as I'm aware of, there isn't a menu for potions or poisons. Its the alchemy screen. You want to make a potion or poison right? Link to comment Share on other sites More sharing options...
GreatLucifer Posted December 29, 2010 Author Share Posted December 29, 2010 I don't mean to make a potion or poison, I want to be able to check if I used them. To be more specific; I'm looking for the code (menumode ####) for the "Would you like to poison your ***?" menu... Any idea? Link to comment Share on other sites More sharing options...
NellSpeed Posted December 30, 2010 Share Posted December 30, 2010 To be more specific; I'm looking for the code (menumode ####) for the "Would you like to poison your ***?" menu...If you know the exact text that appears when the menu appears, you can search the CS to find what script it's attached to. But when you say I want to be able to check if I used them.if that's really all you want to do, I THINK you could just add a script effect instead of (or in addition to) the actual potion's effect. You might use a variable, setstage, or something like that, to confirm that your potion has been used. It might take a bit of tweaking, but it should work reasonably efficiently. Link to comment Share on other sites More sharing options...
Deleted1848331User Posted December 30, 2010 Share Posted December 30, 2010 If you use a variable, make a quest script with something like short IsUsed at the top. Then in the script effect put set Quest.IsUsed to 1. Should be able to go from there, I hope lol NellSpeed cleared up my confusion on what you wanted though lol Link to comment Share on other sites More sharing options...
GreatLucifer Posted December 30, 2010 Author Share Posted December 30, 2010 The menu appears to be hardcoded, I could not find a script for it. And hiding a variable... let me think :D (............................................) Dear god, you might be on to something! :D If I use two globals, I suppose I could check for the potion-type and number used... and debug from there on out. Thanks guys, I'm gonna try this first thing tonight.... I'll post whether it actually works ot not, perhaps for future referance. Lucifer Link to comment Share on other sites More sharing options...
GreatLucifer Posted December 30, 2010 Author Share Posted December 30, 2010 Ok, I tested it, and hiding a global counter in a magic-effect seems to work like a charm. I only even had to use one global. For the poisons however, this worked out unexpected... After I applied the script effect to my poison, instead of asking me if I want to poison my weapon, it just poisoned me. I died. Any ideas how to handle a poison....? Thanks sofar, Lucifer Link to comment Share on other sites More sharing options...
NellSpeed Posted December 31, 2010 Share Posted December 31, 2010 After I applied the script effect to my poison, instead of asking me if I want to poison my weapon, it just poisoned me. I died. Any ideas how to handle a poison....?I... that is both deeply weird and kind of awesome-- like a twist in a murder-mystery quest. Who killed Sergio the Slightly Slow? Nobody! He poisoned himself! On a more practical note-- did you create it from scratch? Or copy an existing poison? If you remove the script effect, do you still poison yourself? Link to comment Share on other sites More sharing options...
GreatLucifer Posted December 31, 2010 Author Share Posted December 31, 2010 You calling me Sergio the Slow :D ?! lol And yeah, I made it from scratch, been creating my own world for some time now. If I remove it, it works like expected (I don't poison myself). With the script effect added, it kills me quite badly :blink: Odd huh :blink: Link to comment Share on other sites More sharing options...
Deleted1848331User Posted December 31, 2010 Share Posted December 31, 2010 Whats the script effect you added? Does it do anything to make it a potion? Make sure its marked poison in the CS when its made. If it doesn't have that tick, make it have a dangerous effect so it will be ;D Link to comment Share on other sites More sharing options...
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