dovapix Posted June 1, 2017 Share Posted June 1, 2017 (edited)  Hi everyone,àTrying another question since doing a whole new thread is not very successful lately here, is it possible to have a potion to equip a piece of armor on use?It is definitely possible. Basically,you need to create a magic effect and add a script that equips your armor of choice (requires scripting). Next add a potion that uses those magic effect. Voila. For help on learning how to write the script, google equipping armor, Skyrim, script. It should be fairly straightforward. Don't forget to unequip when potion wears off, if that's your intention. Hi candlepin, First thank for replying, it is a new lantern mod i am currently working on here the thread : https://forums.nexusmods.com/index.php?/topic/5604187-can-this-be-done-without-a-script/ I made a lantern as a piece of armor to be equip on the belt of player and i also have a flame node that is load with the lantern on equip, then i made a potion as oil lantern that trigger a light when use. The problem was that when the lantern run out of oil(potion)the flame still on lantern so i was looking for a way to hide the flame node when potion effect(light)wear off and of course getting the flame back on when oil is used. So would this scenario be suitable for your advice?I'm sure there are many ways if doing it, but I'd make 2 versions of the lantern; one with the flame node (oil) and one without (no oil). OnEquip, equip the oil version (if there is oil) or equip the no oil version (if there is no oil) . If the oil version is equipped, when the oil runs out (timer?) unequip the oil version and equip the no oil version. Hi candlepin, I have experience with fsm and node base visual programing for game engine like Unity and Unreal but i am a complete noob at writing an actual script, i do understand the basic functions but i will have to go via trial and errors. So should i put the script on potion dialog where we have an option for script? And would i use OnEquip for a potion since i think potion are not equip but activate or use? Doing an on and off lantern nif is easy, just need to figured how to make the script to make the potion trigger the on version when using it and to trigger off when the potion duration wear off. I look at some script doing similar stuff today but still not fully grasping the correct procedures. Also on the wiki if i understand correctly OnEquipped will not work if fire via script : This event wont always fire. If the item is being equipped normally through the Inventory it works as intended. If it equipped through the console or papyrus calls instead, the event will not fire. Edited June 1, 2017 by dovapix Link to comment Share on other sites More sharing options...
candlepin Posted June 1, 2017 Share Posted June 1, 2017 (edited) Hi candlepin,ÃÂ I have experience with fsm and node base visual programing for game engine like Unity and Unreal but i am a complete noob at writing an actual script, i do understand the basic functions but i will have to go via trial and errors.ÃÂ So should i put the script on potion dialog where we have an option for script? And would i use OnEquip for a potion since i think potion are not equip but activate or use?ÃÂ Doing an on and off lantern nif is easy,ÃÂ just need to figured how to make the script to make the potion trigger the on version when using it and to trigger off when the potion duration wear off.ÃÂ I look at some script doing similar stuff today but still not fully grasping the correct procedures.ÃÂ Also on the wiki if i understand correctly OnEquipped will not work if fire via script : This event wont always fire. If the item is being equipped normally through the Inventory it works as intended. If it equipped through the console or papyrus calls instead, the event will not fire.Ah, I think I understand what you are trying to do better now. The script should indeed be attached to the magic effect associated with the potion. You are correct, potions are not equipped, their effects start and finish. Use OnEffectStart() to unequip the no oil lantern and equip the oil lantern. During OnEffectFinish() do the opposite; unequip the oil lantern & re-equip the no oil lantern. Edited June 1, 2017 by candlepin Link to comment Share on other sites More sharing options...
dovapix Posted June 1, 2017 Share Posted June 1, 2017 Hi candlepin,ÃÂ I have experience with fsm and node base visual programing for game engine like Unity and Unreal but i am a complete noob at writing an actual script, i do understand the basic functions but i will have to go via trial and errors.ÃÂ So should i put the script on potion dialog where we have an option for script? And would i use OnEquip for a potion since i think potion are not equip but activate or use?ÃÂ Doing an on and off lantern nif is easy,ÃÂ just need to figured how to make the script to make the potion trigger the on version when using it and to trigger off when the potion duration wear off.ÃÂ I look at some script doing similar stuff today but still not fully grasping the correct procedures.ÃÂ Also on the wiki if i understand correctly OnEquipped will not work if fire via script : This event wont always fire. If the item is being equipped normally through the Inventory it works as intended. If it equipped through the console or papyrus calls instead, the event will not fire.Ah, I think I understand what you are trying to do better now. The script should indeed be attached to the magic effect associated with the potion. You are correct, potions are not equipped, their effects start and finish. Use OnEffectStart() to unequip the no oil lantern and equip the oil lantern. During OnEffectFinish() do the opposite; unequip the oil lantern & re-equip the no oil lantern. Thank a lot for your patience and i will give it a try tonight to see if i can make this work. Link to comment Share on other sites More sharing options...
candlepin Posted June 3, 2017 Share Posted June 3, 2017 I have some leveled item loot lists that are ready to be added to containers. What is the best way to do this in terms of compatibility with other mods? Is it better to just go ahead and add these lists to containers in the CK (which requires patching for compatibility with other mods) or is it better to add them via script (which seems like it would have to be reiterative since many containers respawn)? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 3, 2017 Share Posted June 3, 2017 I have some leveled item loot lists that are ready to be added to containers. What is the best way to do this in terms of compatibility with other mods? Is it better to just go ahead and add these lists to containers in the CK (which requires patching for compatibility with other mods) or is it better to add them via script (which seems like it would have to be reiterative since many containers respawn)? I'd just add to the container directly in the CK. It is honestly not worth the scripting hassle to make sure that your item(s) are there every time that the container respawns. Also, you could add your leveled lists to the existing leveled lists that are used by the containers. This way Wrye Bash can merge your stock leveled list changes with those of other mods within the bashed patch. Link to comment Share on other sites More sharing options...
candlepin Posted June 3, 2017 Share Posted June 3, 2017 I'd just add to the container directly in the CK. It is honestly not worth the scripting hassle to make sure that your item(s) are there every time that the container respawns. Also, you could add your leveled lists to the existing leveled lists that are used by the containers. This way Wrye Bash can merge your stock leveled list changes with those of other mods within the bashed patch. Is it OK to add my lists directly to the containers, rather than to other leveled lists? I'm trying to recreate the Luck alchemical effect (à la Morrowind & Oblivion). To keep it simple (I'm not going to get into effects on combat, etc - at least not right now), I basically made a beefed-up version of the Imperial Luck effect. It adds extra loot, including some of my new ingredients, and gold to containers when the effect is active. Link to comment Share on other sites More sharing options...
Chrissiearto Posted June 3, 2017 Share Posted June 3, 2017 (edited) @Candlepin,You could make an Activate Perk--if you scripted it to check if the Container does not have a certain Token Item, then add your Levelled List before opening it and add the Token Item. That way, when the Container resets, it will lose the Token, and you can re-roll your levelled list without ever actually altering the base Container. Edit :www.dropbox.com/s/80h460dhfggoqj3/Container%20Demo.rar?dl=0 A super-rough demo of what I mean, and how to set it up.You basically just1) Make a Perk2) Make a Constant, On Self Effect to add the Perk3) Make an Ability using the Effect4) Add the Player to an Alias, and make the Alias give the Ability5) Script the Activate action to add the items; you can then differentiate between different lists, and add more control to what's available. Edited June 3, 2017 by CDM_ Link to comment Share on other sites More sharing options...
Chrissiearto Posted June 4, 2017 Share Posted June 4, 2017 Does anyone know what is up with this wall-mesh/texture? https://68.media.tumblr.com/899dd828c47cf8862cb18decde1c945d/tumblr_or0xupclo01w65rmxo1_1280.jpg I took a Nord Protculis, and swapped it out for a flat-plane with the Castle Wall Texture from Dawnguard; but now it's getting a faint blue-ish hue. It's not quite as noticeable in this image, but it seems to be there no matter what angle it's vied from. Link to comment Share on other sites More sharing options...
Di0nysys Posted July 22, 2017 Share Posted July 22, 2017 Could it be possible to sticky this thread? Link to comment Share on other sites More sharing options...
candlepin Posted July 30, 2017 Share Posted July 30, 2017 Does anyone know of a good tutorial for making custom Effect Shaders? I'd like to make a membrane shader that makes the target become grayscale (or similar). Any help would be appreciated. I'll also second the motion to sticky this thread. Link to comment Share on other sites More sharing options...
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