Ingot Posted January 17, 2011 Share Posted January 17, 2011 Is there a way to get the pip boy to show the effects of a "spell" when it is activated without having to close and re-open the pipboy?In other words, I have a piece of armor that has an "ability" or stat increase attached to it that applies only when the armor is equipped,and those bonuses will not show until the pip boy has been closed and re-opened. How can I force the pip boy to show them the instantthat the armor is equipped? Link to comment Share on other sites More sharing options...
MadNuttah Posted January 17, 2011 Share Posted January 17, 2011 Hey, I had some good results using the begin MenuMode block. I don't know if it works for displaying the enchantments, though. May it helps. :) Link to comment Share on other sites More sharing options...
davidlallen Posted January 17, 2011 Share Posted January 17, 2011 The base apparel in the game works this way. For example, Boone's 1st Recon Beret gives +1 PER, and you don't have to exit/re-enter the pipboy. This is done with an object effect, rather than an "onequip" trigger. Can you use object effects? If you are using an object effect, how is yours different from the objects like this in the base game? Link to comment Share on other sites More sharing options...
Ingot Posted January 17, 2011 Author Share Posted January 17, 2011 (edited) This problem has been solved.The solution was just like David stated. I changed the OnEquip script to use an object effect instead.Thanks for your input guys. Edited January 17, 2011 by Ingot Link to comment Share on other sites More sharing options...
davidlallen Posted January 18, 2011 Share Posted January 18, 2011 You have mentioned separately that you also want to add/remove perks this way. But a perk cannot be part of an object effect, so the user must still refresh in order to see the perk listed in pipboy. This may be a bigger challenge. I cannot think of any base game item which adds a perk on equipping. Maybe there are no such base game items, because if they did exist they would have this problem. Is there a reason you have to put these effects into a separate perk? Can you add them as object effects and avoid the problem? Link to comment Share on other sites More sharing options...
Ingot Posted January 18, 2011 Author Share Posted January 18, 2011 Ya, I found a solution using scripts. Link to comment Share on other sites More sharing options...
Recommended Posts