Wenderer Posted February 22, 2016 Share Posted February 22, 2016 It is not in my style to ask questions on forums, usually google provide me an answer but not this time, so don't even try to send me google something.Long story short: i trying to add some effects to player, i made in FO4Edit magic effects and spell, in script i do PlayerRef.addSpell(mySpell, false);Spell takes needed effect but it not shown in pipboy.Question: how to force it to shown in pipboy in active effect? Link to comment Share on other sites More sharing options...
zilav Posted February 22, 2016 Share Posted February 22, 2016 Try to check existing items that add pipboy icon like chems. I think it is controlled by something in MGEF, maybe Magic Effect Description. Link to comment Share on other sites More sharing options...
Wenderer Posted February 22, 2016 Author Share Posted February 22, 2016 Try to check existing items that add pipboy icon like chems. I think it is controlled by something in MGEF, maybe Magic Effect Description.There is Magic Item Description in MGEF and i tried it with no effect. If i make ingestible with this magic effect it shown in pipboy, but i need it in spell form so later i could remove this effects with script. I can't remove effects that added by consumable item. Link to comment Share on other sites More sharing options...
zilav Posted February 22, 2016 Share Posted February 22, 2016 I don't remember, but is poison spell from bloodbugs and mirelurks visible in pipboy effects? Link to comment Share on other sites More sharing options...
Wenderer Posted February 22, 2016 Author Share Posted February 22, 2016 Nope, not listed in pipboy. Tried it just now with several types of bloodbug. Link to comment Share on other sites More sharing options...
zilav Posted February 22, 2016 Share Posted February 22, 2016 Well the last thing to try is to create a dummy spell that uses some chem's effects that display in pipboy. If it wouldn't work either, then pipboy icons are probably (hard)coded somewhere else. Link to comment Share on other sites More sharing options...
Wenderer Posted February 23, 2016 Author Share Posted February 23, 2016 No, didn't helped. When spells in form Ability or Disease it applies but not shown in pipboy, if it in form of Spell it worn off right after it added and of course either not shown in pipboy. Link to comment Share on other sites More sharing options...
Wenderer Posted February 23, 2016 Author Share Posted February 23, 2016 Found solution, but it's tricky as hell.In short: this can be done as mole rat disease works.In long: effects applies by dummy ingestibles. MGEF for this ingestibles also should be uniq because it must have keyword. NOTE: it's very importan that this keyword must have TNAM - Type equal to 'Unknown 18', i spend several hours hitting my head on keyboard until i figured it out. This ingestibles given to player (or any NPC if needed) by script in another MGEF. And this scripted MGEF is in spell and this spell can be used as you want. In my case i'll use it in another script. To purge effect you need another ingestible with another MGEF, this MGEF must have same keyword as MGEF that applies effects, by it archetype should be Script. And don't forget set flag 'Dispel with keywords' to MGEF that applies and purge effects. Link to comment Share on other sites More sharing options...
zilav Posted February 23, 2016 Share Posted February 23, 2016 Damn Bethesda and their quirks :) Link to comment Share on other sites More sharing options...
AceSevenFive Posted February 23, 2016 Share Posted February 23, 2016 Now if you can figure out how to properly implement items that increase non-standard actor values per second, that'd be awesome. I can't figure out how to do it. Link to comment Share on other sites More sharing options...
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