Galejro Posted May 16, 2017 Share Posted May 16, 2017 I'm working on a second vampirism mod and I ran into two annoying issues I can't seem to solve. Perhaps someone might have a clue or two. 1. Vampire Feeding - I constructed it on the basis of a chem/potion. You drink it and it causes an invisible explosion of small radius from the player. Explosion enchantment triggers feeding effect choice menu. Now I need a proper conditioning to make the effect work properly. I implemented the following conditions that do work:- If player is out of combat- If player is sneaking- If player wants to feed on other humansBut now I need condition that can provide the following:- If player is HIDDEN while sneaking 2. Magic Projectile Grenade Spells - I created two spells on the basis of grenades due to convenient animation and allocation as a secondary fire weapon. But the basic nature of grenades is if you got 1 grenade and use it, you have no more grenade item in inventory. Is there a scripting mechanism, a method to make the player regain that 1 grenade immediately upon throwing it? I do have a mechanism by which player regains the grenade after it's explosion had affected an npc. Which means if I miss and hit a wall or the sky I will not regain the grenade cause no explosion enchantment effect is being called to action. Link to comment Share on other sites More sharing options...
kitcat81 Posted May 17, 2017 Share Posted May 17, 2017 There is a condition "getdetected" . You can try OnitemRemoved for grenades, but this event is for player so the effect to detect the removed grenade must be attached to player. I`m not really sure that it will work but technically the grenade is getting removed when you throw it, so there is a chance. Link to comment Share on other sites More sharing options...
Blacksage81 Posted May 30, 2017 Share Posted May 30, 2017 Add this to a script on the magic effect of your grenades to add another silently akTarget.additem(yourItem, absilent = true) The event that I think will work best in your situation is OneffectFInish or OnEffectStart. These events are members of Magic effect. http://www.creationkit.com/fallout4/index.php?title=Category:Events. Link to comment Share on other sites More sharing options...
Galejro Posted July 2, 2017 Author Share Posted July 2, 2017 Unfortunately this effect can only work if the projectile hits a target meaning a target actor. If I shoot air or static objects of the background the magi effect cannot begin and consequently finish. Link to comment Share on other sites More sharing options...
Recommended Posts