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Cannot make actor value increase using ingestible


AceSevenFive

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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

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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].

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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.
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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 by AceCarteria
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