NellSpeed Posted December 31, 2010 Share Posted December 31, 2010 You calling me Sergio the Slow :D ?!Ha! No, no. There are unlimited ways for modders & players to kill themselves in-game... 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:Very, very odd, but at least it's a starting point for fixing it! I've never tried to mod poisons in any way, but interestingly, the CS entry on Potions says Poison?: This display-only field reads "yes" if all the magic effects are negative. Poisons can be applied to weapons.Maybe the script effect being added to it confuses the engine...? Seriously, the CS is WEIRD. Link to comment Share on other sites More sharing options...
GreatLucifer Posted December 31, 2010 Author Share Posted December 31, 2010 (edited) Lord Frostcraig, you brought me one step closer. It wasn't marked with "effect is hostile", which made it act like a potion.Which is also the answer to your post, Nellspeed ;) I changed it, and found my next problem. It won't kick in when I poison a weapon, only when I actually poison someone. The point behind all this (me trying to check whether it's used or not), is that I want to keep a fixed amount of bottles in the game (like zelda). I already succeeded for the lantern oil, water, and now the potions (empty and refill system). Worst case come, I'll give the poisons different bottles, as not to break my own lore and still waist them. But I'd rather find a workaround for this.... Any ideas on how, somehow, to check whether I used my poison (directly)...? Thanks, Lucifer Edited December 31, 2010 by GreatLucifer Link to comment Share on other sites More sharing options...
NellSpeed Posted January 1, 2011 Share Posted January 1, 2011 Just checking in to see how you're doing with this. I have a feeling the solution is fairly straightforward, and we're all just missing something. Also, this sounds like a very interesting idea you're working on- good luck to you! Link to comment Share on other sites More sharing options...
Deleted1848331User Posted January 1, 2011 Share Posted January 1, 2011 If your doing it like Zelda btw, (just saw that), just make 4 or so bottles available ingame, then when you fill them, the empty disappears, filled one appears, then when you drink the filled disappears and leaves inventory empty. Hope it helps if you didn't think of it already :P,LordFrostcraig Link to comment Share on other sites More sharing options...
GreatLucifer Posted January 2, 2011 Author Share Posted January 2, 2011 I am indeed doing it like Zelda, all further progress can be seen in the Zelda-thread. I have decided (sofar) to just give the poisons different bottles, as to make them disposable and not break the lore. The bottle-system is 'up and running' as we speak. It is based on what you said Lord Frostcraig, but it works a bit harder.And my idea (though flexible) is to make the bottles rare, but not so extremely rare as in Zelda. Which is why I love modding, so I can crank it up a notch. Have ideas? Inspiration? Want to help? Perhaps just follow the updates? Please report in this thread; http://www.thenexusforums.com/index.php?/topic/276760-twilight-princess-swords-and-shields/page__st__60 ;) Lucifer Link to comment Share on other sites More sharing options...
NellSpeed Posted January 2, 2011 Share Posted January 2, 2011 Glad to hear it's working finally-- congratulations! Link to comment Share on other sites More sharing options...
GreatLucifer Posted January 2, 2011 Author Share Posted January 2, 2011 Well, thank you. I'm quite happy with it myself ;) Link to comment Share on other sites More sharing options...
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