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"This effect has worn off"


Maniac3020

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  • 1 month later...

Not sure without fully tinkering with it myself. But you may need to make a deep change to how the effect works. Make it work via a script instead of being a simple ingestible effect. Otherwise there's no way to edit that without affecting all of them.

 

I think this would work perfectly for the same effect. Make a script that is attached to the ingestible item, and make sure the ingestible item has no built-in effects (this is what triggers the worn off message). In the script you can call up an actor effect via a script that looks like:

 

scn YourScriptEffect

; Declare some variables. Change these as you see fit.
float Timer
short DoneCheck

begin ScriptEffectStart
	; 10 second duration
	set Timer to 10

end

begin ScriptEffectUpdate

	set Timer to (Timer - GetSecondsPassed)

	if ((DoneCheck == 0) && (Timer > 0))
     	player.CastImmediateOnSelf YourEffectEditorID
     	set DoneCheck to 1

elseif ((DoneCheck == 1) && (Timer <= 0 ))
     	player.Dispel YourEffectEditorID
     	set DoneCheck to 2

end

end

 

I haven't tested it, and I may have made a mistake in there somewhere, but what is should do is add the actor effect to the player quietly, and after a set timer, 10 seconds in our example, it removes the effect. The DoneCheck variable is a check so that it doesn't constantly keep spamming the effect if you already have it.

 

Try it out and see if it works.

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Oh, boy. I was hoping for a setting or something in the geck. I am a complete novice with scripting, so this is quite confusing.

 

I thought of this, because I use a mod that adds shields to my character, but the activator is an aid item, and I haven't been able to make it work as an item of apparel, so every time I use the activator, I get the worn off message.

 

Thanks for the rely, though.

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