AceSevenFive Posted February 20, 2016 Share Posted February 20, 2016 So, I'm trying to make a food item for my mod that increases a custom actor value called Energy. However, in-game, eating the ingestible does nothing, and Energy remains at 0. Any ideas on how to fix this Link to comment Share on other sites More sharing options...
DDProductions83 Posted February 20, 2016 Share Posted February 20, 2016 You need to assign the actor value to the player etc somehow first. I had the same issue when testing some of my crap and noticed that when temp modding it via chem it would work but when straight buffing it like a AB fort it sometimes wouldnt. I could be wrong about it cause it's been a while but look at the ABfortify X magic effects, duplicate one, then point it at your new AV, then make your chem enchant point to the MGEF and mod it by 5 with a duration of whatever and give it a shot then If you are trying for a permanent change per.. welp I havent actually looked at that yet though I know it's possible, I just used perk preset scripts to do it in 273 so I picked the easy way out on that one Link to comment Share on other sites More sharing options...
AceSevenFive Posted February 20, 2016 Author Share Posted February 20, 2016 The effect is supposed to act like health-restoring items [ie not go back down to previous value when the effect ends.] I used RestoreHealthFood as a base for the MGEF, if that helps. Link to comment Share on other sites More sharing options...
DDProductions83 Posted February 20, 2016 Share Posted February 20, 2016 I think this is one of the things that will get cleared up super fast with the CK, not to mention its easy AF to script event oneffect start player.modav(Energy, 1.0) endevent lol Link to comment Share on other sites More sharing options...
AceSevenFive Posted February 20, 2016 Author Share Posted February 20, 2016 I think this is one of the things that will get cleared up super fast with the CK, not to mention its easy AF to script event oneffect start player.modav(Energy, 1.0) endevent lol That would work if I wanted it to happen instantly, but I want it to occur each second. What's odd is that Fallout 4 itself does this fine [look at every food item in the game]. Link to comment Share on other sites More sharing options...
DDProductions83 Posted February 21, 2016 Share Posted February 21, 2016 you realize a script can do it each second to :P Link to comment Share on other sites More sharing options...
AceSevenFive Posted February 21, 2016 Author Share Posted February 21, 2016 I tried this as well, but Caprica says "Unresolved function name: ModAV" when I try to use ModAV. For reference, my script extends ActiveMagicEffect so that it can trigger when the item is consumed, but according to the wiki, ActiveMagicEffect also extends from Actor. Link to comment Share on other sites More sharing options...
AceSevenFive Posted February 21, 2016 Author Share Posted February 21, 2016 (edited) So, I think I found a way around it by using a script that uses SetValue and a while loop. EDIT: Nope, game crashes on load when SetValue is even used. Which is odd, because the game uses SetValue for handling stat increases from bobbleheads. Edited February 21, 2016 by AceCarteria Link to comment Share on other sites More sharing options...
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