Wasbunny Posted April 19, 2012 Share Posted April 19, 2012 Mod wizards I really need your help on this one. I'm trying to do what I thought was a simple thing, add a perk to Ebony Mail that activates on equipped and is permanent thereafter. The only thing the perk does is to let the player craft the custom armor, which is the main part of the mod I'm working on. The reason I want it attached to the Ebony Mail is I want the player to be required to complete the Boethiah's Calling quest (thus becoming the Champion of Boethiah) before they can craft the armor. So far I've got everything working, the spell-magiceffect-perk, script and such and it's working like expected, but only if the mod is installed before completing the quest. The problem is if the quest has already been completed and the player already has the Ebony Mail and equips it, nothing happens. I've attached the script to another piece of armor as a test and once crafted, works perfectly. It also works if instead of equipping the Ebony Mail I already have from the quest I add it through the console, then equip. I really need for players who have already completed the quest to first equip their Ebony Mail and thus thereafter be able to craft my armor. Totally stumped as to why this isn't working consistently. Please if anybody has any idea how to fix this it would be infinitely appreciated as I'm so close to launching but for this one last snag, thanks. Link to comment Share on other sites More sharing options...
tunaisafish Posted April 20, 2012 Share Posted April 20, 2012 Instead of having your armor recipe check for the perk, could you not look that both the Quests have progressed to a certain stage? See the GetStageDone condition function. Link to comment Share on other sites More sharing options...
Wasbunny Posted April 20, 2012 Author Share Posted April 20, 2012 Thanks tunaisafish for the response. Yeah I'm looking into that as an optional workaround but I'm a little unclear as to how to make the quest stage completed requirement in the recipe. Also I really like having the perk being activated by a spell so it shows up when triggered and lists in the active effects list. I might have to make a new spell tome that will check against the quest stage before granting the perk. Still really mystified why it's not working as is though, is there some kind of way to 'reset' the armor after the player has it in inventory? I've noticed that for some mods you have to wait for like 31 days in game for the scripts to reset. Really appreciate the link for the 'setstage' script, thinking I'll need this no matter what in the end. Thanks again. Link to comment Share on other sites More sharing options...
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