lasscassidy Posted November 28, 2016 Share Posted November 28, 2016 (edited) Inexperienced with mod creation, and looking for some assistance! I'm currently working on a mod that allows players to craft their own variations on the Lonesome Road MRE (Meal, Ready-to-Eat). As part of the package, I'm looking to add an additional craftable Flameless Heater item, which when consumed in the inventory adds something like a "temporary perk" / 5-minute period where the player has an "MRE Heating" effect, during which time the effectiveness of MRE items is improved (increasing the DecreaseStarvation and DecreaseDehydration values). To this end, I've added additional effects to the applicable items which check for "HasPerk Equal to 1," pointed towards the accompanying perk I created. Where I've hit a wall is in trying to figure out how to activate the perk on consuming the Flameless Heater, and to have it run for a set amount of time before de-activating itself. Is this even a practical implementation for this kind of idea? Is there a better way** of making this work? Thanks in advance for any help you're able to offer! ** Other than creating a new set of recipes combining the MREs with the Flameless Heaters, which is what I'll end up doing if we can't come up with a status effect-type solution. Edited November 28, 2016 by lasscassidy Link to comment Share on other sites More sharing options...
RoyBatterian Posted November 28, 2016 Share Posted November 28, 2016 Set it up like a food item, you can have it use any vanilla function with a set duration. If you need something custom you can use an ability with a custom mgef. You can then apply the effect with CastImmediateOnSelf ActorEffect , the Magic Effect can be set to a duration. You can also do scripted effects this way which directly manipulate actors values etc. Link to comment Share on other sites More sharing options...
lasscassidy Posted November 28, 2016 Author Share Posted November 28, 2016 Set it up like a food item, you can have it use any vanilla function with a set duration. If you need something custom you can use an ability with a custom mgef. You can then apply the effect with CastImmediateOnSelf ActorEffect , the Magic Effect can be set to a duration. You can also do scripted effects this way which directly manipulate actors values etc.Oh dang, I didn't even think of that despite having seen another mod I like do it that way (setting "Nicotine" as an ingestible)! With that in mind, I think I can figure it out. Thank you very much! Link to comment Share on other sites More sharing options...
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