MontyPython55 Posted July 2, 2015 Share Posted July 2, 2015 (edited) Can anyone see the problem with this script? scn EssentialPlayerQuestScript ref State to player.GetKnockedState Begin OnStartCombat player setessential 00000007 1 if State == 1 player.setunconscious 1 player.setunconscious 0 endif End Begin OnCombatEnd player setessential 00000007 0 End According to G.E.C.K.'s refusal to let me save, I screwed up somewhere. But, I have no clue where. Edited July 2, 2015 by MontyPython55 Link to comment Share on other sites More sharing options...
Fallout2AM Posted July 2, 2015 Share Posted July 2, 2015 (edited) ref State to player.GetKnockedStateIn that section you should only declare variables, the values are setted inside the blocktypesHowever I'm not sure you'll be able to achieve what you have in mind, in that way. Edited July 3, 2015 by Fallout2AM Link to comment Share on other sites More sharing options...
MontyPython55 Posted July 3, 2015 Author Share Posted July 3, 2015 Any ideas on how to set it up to do that? I am aware of the mod already existing, but this way I can basically use it on any Bethesda game (as long as the activators stay the same). If I could hotkey them, that would work just as fine. Link to comment Share on other sites More sharing options...
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