Carreau Posted December 28, 2017 Share Posted December 28, 2017 I'm working on a mod that will grant the player a damage bonus for a short period of time, and have hit a road block in figuring out the status effects. How does the game assign when a status effect is on the player and creates the HUD icon as well as the status effect description in the pip-boy? Thanks in advance! Link to comment Share on other sites More sharing options...
FlashyJoer Posted December 28, 2017 Share Posted December 28, 2017 As soon as the magic effect is applied to the player, it will add itself to the pipboy effects tab and add the pill icon to the UI. You need to be sure the spell AND effect are both named (or potion if you are going that route) in order for the pipboy effect to list properly. Also, you can add keywords to the potion / spell so that the pill icon can be changed. Just right click in the keywords box and filter search for orange or red or yellow - these are the colored pills from survival mode. Applying these keywords to the item makes the pill color change on the UI. Link to comment Share on other sites More sharing options...
Carreau Posted December 28, 2017 Author Share Posted December 28, 2017 Excellent! I was keying off psycho and the molerat disease and was pulling my hair out trying to figure out how the gane handled it. Link to comment Share on other sites More sharing options...
FlashyJoer Posted December 28, 2017 Share Posted December 28, 2017 (edited) Its super simple! Using a potion as a delivery mechanism for the magic effect is a great way to do it but carries the caveat that it could be triggered multiple times on the player and those debuffs start stacking up - in one of my mods, a debuff was stacking upwards of 10 times on the player, making a -20 penalty to charisma... HUGE problem to be aware of. If you use spells to deliver the effect though, the No Recast checkbox works (it does not for potions) which prevents the spell from running on the player when they already suffer the magic effect in question. Either way you go, create the delivery mechanism, add an effect to it with a magnitude and duration and away you go! Obviously you need to have the magic effect created first, otherwise you cannot add it to the delivery system. And be VERY mindful of how the delivery system is made, ie: Fire and Forget / Self. If you effect is not the same, you will not be able to add it to the spell/potion. Edited December 28, 2017 by joerqc Link to comment Share on other sites More sharing options...
Carreau Posted December 28, 2017 Author Share Posted December 28, 2017 Iâm mimicing psychoâs self dispell. Itâs a conditional perk doing this, but I want the perk to refresh without stacking. Everything is working as expected, itâs just a pain to track without the status tracker. That should be fixed tonight hopefully. Link to comment Share on other sites More sharing options...
Carreau Posted December 29, 2017 Author Share Posted December 29, 2017 Not sure if I did this wrong, or what, but having a magic effect triggered from a spell wasn't applying the status effect. So instead, I copied what the mole rat disease did. So, once the conditions of the perk are met, the magic effect for handling the perk script is triggered. I had the script apply a potion that in turn triggered the final magic effect. It seems like a big work around for something that should be easy to do. But that's exactly how the molerat disease works (molerat casts spell->spell triggers magic effect->magic effect uses script to equip pot->pot applies debuff). I already had a script attached to the first magic effect for tracking variables with regards to the perk, so it wasn't much to cram it in there. But everything seems to be working quite well now. Link to comment Share on other sites More sharing options...
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