Xahstur Posted May 12, 2012 Share Posted May 12, 2012 Hi all im working now on new mod that is accually armor set,but now im having one minor problem and im hoping for some solution.Basically i put the AbFXDraugrEyes effect to the enchantment,the effect works as it should but the problem is when i remove this amulet which has this part of the enchantment the effect stays on character,so if anyone got some idea how to solve this maybe with perk or some conditions please share! :D Ty. Link to comment Share on other sites More sharing options...
Xyphos Posted May 24, 2012 Share Posted May 24, 2012 Well Im playing with something simular in the ck atm, il let you know if I find a work around Link to comment Share on other sites More sharing options...
manto2x Posted July 3, 2012 Share Posted July 3, 2012 not actually an answer but to my knowledge, the abfx effect is a permanent, so if you has it then it linger.. until you die.. or. something, i think its in the script when i read it so whether tinker the script or i don't know.. im just a noob.... Link to comment Share on other sites More sharing options...
LuciferX10 Posted July 8, 2012 Share Posted July 8, 2012 Hey I got it!!!! I've written a cript to enchant a mask to have the glow effect turn off once I remove the mask. The original script is written so the glow effect does not shut off until the draugr (or you, if you've applied this enchant to you) dies. I will release it with my Lich King mod once I've completed it. The glowing eyes will be a part of my mask (new addition to the helmet). Just dis-enchant and you can apply the enchant to whatever you want. Need some more time before my release though, sorry. Link to comment Share on other sites More sharing options...
steve40 Posted July 10, 2012 Share Posted July 10, 2012 (edited) A little script attached to the amulet to kill the "DraugrMaleEyeGlowFX" and "DraugrFemaleEyeGlowFX" VisualEffects when the amulet is removed should do the trick. Try attaching this script to your amulet and then auto-fill the properties. I can't test this now, so I have no idea if it will work as is. Will test later. Scriptname KillDraugrFXScript extends ObjectReference VisualEffect Property FXDraugrMaleEyeEffect Auto VisualEffect Property FXDraugrFemaleEyeEffect Auto Event OnUnequipped(Actor akActor) FXDraugrMaleEyeEffect.Stop(akActor) FXDraugrFemaleEyeEffect.Stop(akActor) EndEvent Edit: fixed a typo in the script. It compiles now.Edit2: the Draugr script had misleading effect names, not the same as the actual effects in the CK. Fixed, now the properties will auto-fill correctly. Edited July 10, 2012 by steve40 Link to comment Share on other sites More sharing options...
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