Agnot2006 Posted February 19, 2012 Share Posted February 19, 2012 I looked at the script which says if equipped by the player add the waterbreathing enchantment but I want one for my companion so she wont drown Link to comment Share on other sites More sharing options...
rickerhk Posted February 19, 2012 Share Posted February 19, 2012 Just click on them in the console and:setav waterbreathing 1 <enter> Link to comment Share on other sites More sharing options...
Agnot2006 Posted February 20, 2012 Author Share Posted February 20, 2012 Thank You thats great. But no way of doing it when equipping an item like ReBreather mask then? So we both equip the mask we both have waterbreathing? Link to comment Share on other sites More sharing options...
rickerhk Posted February 20, 2012 Share Posted February 20, 2012 You can try editing the VMS15RebreatherScript script on the mask so that it is not player specific. scn VMS15RebreatherScript int iEquipped ref rActorREF begin OnEquip set rActorREF to GetContainer rActorREF.AddSpell VMS15WaterBreathingActual set iEquipped to 1 end begin GameMode if iEquipped == 1 && rActorREF.GetEquipped VMS15Rebreather == 0 rActorREF.RemoveSpell VMS15WaterBreathingActual set iEquipped to 0 endif end Link to comment Share on other sites More sharing options...
Agnot2006 Posted February 21, 2012 Author Share Posted February 21, 2012 Thank You I made a minor change so I didn’t duplicate the quest object.So now I can give my companion my new Rebreather or the Quest one it doesn’t matter and your script works like a dream. My companion didn’t like it at first until she realized she was breathing now she loves itPlease take a kudos scn VMS15RebreatherScript int iEquipped ref rActorREF begin OnEquip set rActorREF to GetContainer rActorREF.AddSpell VMS15WaterBreathingActual set iEquipped to 1 end begin GameMode if iEquipped == 1 && rActorREF.GetEquipped VMS15Rebreather == 0 && rActorREF.GetEquipped VMS15Rebreather2 == 0 rActorREF.RemoveSpell VMS15WaterBreathingActual set iEquipped to 0 endif endEdit:I took my companion for a swim in Lake Mead but she wouldn’t leave the surface. Back on land in consol I did a Getav waterbreathing which came back zero. I did a Setav waterbreathing 1 then another Getav waterbreathing and it came back 1 so its not giving her waterbreathing but She is essential so maybe that’s why she was ok through the Vault 3 water.But it works for the Player?Maybe its hard coded to not apply to NPCs?Edit2:In consol Setav waterbreathing 1 does work and she doesn’t try to reach the surface all the time but stays with me. So its the script thats only applied to the player. Is there a way to setav waterbreathing 1 and setav waterbreathing 0 in a new script so I make a companion or NPC only Rebreather mask Link to comment Share on other sites More sharing options...
rickerhk Posted February 21, 2012 Share Posted February 21, 2012 Yeah, sometimes spells don't 'stick' to NPCs. So make a copy of the Rebreather (CompanionRebreather) and try this script on it: scn CompanionRebreatherScript int iEquipped ref rActorREF begin OnEquip set rActorREF to GetContainer rActorREF.SetAV WaterBreathing 1 set iEquipped to 1 end begin GameMode if iEquipped == 1 && rActorREF.GetEquipped CompanionRebreather == 0 rActorREF.SetAV WaterBreathing 0 set iEquipped to 0 endif end Link to comment Share on other sites More sharing options...
formalrevya Posted February 22, 2012 Share Posted February 22, 2012 (edited) I'm fairly certain regardless of what mode you're playing in, companions and NPCs can't drown ever. also there's one time that the need to hold one's breath ever comes up in game. So you might be better off just making them wait on sure than going through all these complicated steps. Edited February 22, 2012 by formalrevya Link to comment Share on other sites More sharing options...
rickerhk Posted February 22, 2012 Share Posted February 22, 2012 True they wont ever drown, but if the waterbreathing setting is not set, they won't follow you to the bottom of the lake, for instance, which is what the OP wants. Link to comment Share on other sites More sharing options...
Agnot2006 Posted February 22, 2012 Author Share Posted February 22, 2012 Its not much of a companion if you have to leave them behind. Its all down to Immersion. Rickerhk, I'm afraid it still doesn't work. When I do getav waterbreathing in consol it comes back with zeroBut I can setav waterbreathing 1 and getav sees it as 1The only difference to your script is I already had created the companion version Mask as VMS15Rebreather2, do you think that would affect it?I even removed the water breathing object effect just in case it was toggling and its not necessary anyway. Link to comment Share on other sites More sharing options...
rickerhk Posted February 23, 2012 Share Posted February 23, 2012 This is the only way I could get the mask to work right with an NPC follower:1. Copy the rebreather to a new object2. Untick the quest item flag3. Remove the object effect4. Add this script to the mask: scn CompanionRebreatherScript int iEquipped int iStatSet ref rActorREF begin GameMode if (rActorREF) if (rActorREF.GetEquipped CompanionRebreather == 1) set iEquipped to 1 else set iEquipped to 0 endif else set iEquipped to 0 endif if (iEquipped == 1) if (iStatSet == 0) if (rActorREF) rActorREF.SetAV WaterBreathing 1 set iStatSet to 1 endif endif else if (iStatSet == 1) if (rActorREF) rActorREF.SetAV WaterBreathing 0 set iStatSet to 0 endif else set rActorREF to GetContainer endif endif end The 'OnEquip' block would not fire on the NPC. Maybe because of the slot used by the mask. This script works even when you take the mask away - it resets the stat on the NPC. Link to comment Share on other sites More sharing options...
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