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MenuMode...?


GreatLucifer

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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 = Message

1002 = Inventory

1003 = Stats

1004 = HUDMain

1005 = HUDInfo

1006 = HUDReticle

1007 = Loading

1008 = Container, Barter

1009 = Dialog

1010 = HUDSubtitle

1011 = Generic

1012 = SleepWait

1013 = Pause

1014 = LockPick

1015 = Options

1016 = Quantity

1017 = Audio

1018 = Video

1019 = VideoDisplay

1020 = Gameplay

1021 = Controls

1022 = Magic

1023 = Map

1024 = MagicPopup

1025 = Negotiate

1026 = Book

1027 = LevelUp

1028 = Training

1029 = BirthSign

1030 = Class

1031 = Attributes

1032 = Skills

1033 = Specialization

1034 = Persuasion

1035 = Repair / Ingredient Selection (Alchemy sub-menu)

1036 = RaceSex (Character Generation Screen)

1037 = SpellPurchase

1038 = Load

1039 = Save

1040 = Alchemy

1041 = SpellMaking

1042 = Enchantment

1043 = EffectSetting

1044 = Main

1045 = Breath

1046 = QuickKeys

1047 = Credits

1048 = SigilStone

1049 = Recharge

1051 = 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 by GreatLucifer
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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.

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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

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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

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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?

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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:

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