LordVoid Posted April 15, 2011 Share Posted April 15, 2011 So I am trying to make a script that places an actor effect on the player with an area of 100, and a range of 'Touch'. I then made an effect script that did whatever I wanted to do with the reference. It is supposed to detect anything within that range, but currently it seems that it only finds actors. I want it to find loot items on the ground. Any suggestions? Link to comment Share on other sites More sharing options...
majinshinsa Posted April 15, 2011 Share Posted April 15, 2011 improved item detection is under entry point->Has improved item detection in the search and detect perk so its something you can give any perk without scripts. make a new perk that has just the entry point and is hidden. have your sript then give that hidden perk to the player and remove it when/if the player loses the ability there is also a game setting called fimproveddetectmodifier with a setting of .25000 but i cant find out what that does. Link to comment Share on other sites More sharing options...
LordVoid Posted April 15, 2011 Author Share Posted April 15, 2011 What exactly does Improved Item Detection do? I want something that will make items behave like what already happens with actors. Whenever the player is within range of another actor and the actor effect gets applied to the player, each in-range actor gets passed as a reference to my Effect Script which runs whatever code I have in the ScriptEffectStart block on every in-range actor. Moreover, I NEED the object in a script, so I can evaluate it. I don't just want the player to be able to see it or what not. I'm going to try to apply a base effect script to the player to see if that gets picked up by both actors and items. More on this later. Link to comment Share on other sites More sharing options...
majinshinsa Posted April 15, 2011 Share Posted April 15, 2011 ok misunderstood what you wanted. i have no idea what the improved item detection does as i think it must be a new vegas thing since it doesnt show up in the geck wiki. maybe it plays with rex's ability to determine the range at which one sees the glow around items Link to comment Share on other sites More sharing options...
rickerhk Posted April 15, 2011 Share Posted April 15, 2011 So I am trying to make a script that places an actor effect on the player with an area of 100, and a range of 'Touch'. I then made an effect script that did whatever I wanted to do with the reference. It is supposed to detect anything within that range, but currently it seems that it only finds actors. I want it to find loot items on the ground. Any suggestions? Actor effects can only be applied to actors, and can only detect/affect actors. If you want to detect other types of objects in a cell, you will need to use NVSE and Reference Walking loops: http://www.cipscis.com/fallout/tutorials/loops.aspx Object types you can find with ref-walks (well not all of them - just the ones that can be placed in the editor): http://fose.silverlock.org/fose_command_doc.html#Form_Type_IDs Link to comment Share on other sites More sharing options...
LordVoid Posted April 16, 2011 Author Share Posted April 16, 2011 Hmm... What I think I'm going to do then is make a new command to add to my custom NVSE plugin. Ref walking in the script is a bit too ugly for my tastes. Link to comment Share on other sites More sharing options...
LordVoid Posted April 16, 2011 Author Share Posted April 16, 2011 Does anyone have any idea what the "include taken refs" parameter in the NVSE command GetFirstRef mean? Link to comment Share on other sites More sharing options...
rickerhk Posted April 16, 2011 Share Posted April 16, 2011 Does anyone have any idea what the "include taken refs" parameter in the NVSE command GetFirstRef mean?The Wiki says It forces references that have been picked up to be included in the walk. So from this I would assume that an item that has been taken by a actor leaves behind an inactive reference that is still available to the Ref-walking functions. http://cs.elderscrolls.com/constwiki/index.php/GetFirstRef Link to comment Share on other sites More sharing options...
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