LX6R Posted September 18, 2018 Share Posted September 18, 2018 Would it be possible to assign the stimpak effect to a pistol? I tried to use the medic effect on a pistol. Problem is, when my companions are downed, I cannot pick them up by just healing them. Therefore I wonder if it would fix the problem if I had a pistol that has the stimpak effect. Link to comment Share on other sites More sharing options...
markyrocks Posted September 18, 2018 Share Posted September 18, 2018 You can do pretty much anything you want just depends on how hard your willing to work for it. Probably going to require some scripting. Link to comment Share on other sites More sharing options...
deadbeeftffn Posted September 18, 2018 Share Posted September 18, 2018 You can do pretty much anything you want just depends on how hard your willing to work for it. :laugh: This sound like a fortune cookie. Link to comment Share on other sites More sharing options...
LX6R Posted September 18, 2018 Author Share Posted September 18, 2018 You can do pretty much anything you want just depends on how hard your willing to work for it. :laugh: This sound like a fortune cookie. It does lol :D Link to comment Share on other sites More sharing options...
SKKmods Posted September 18, 2018 Share Posted September 18, 2018 A while back I messed about with magic effects (tedious) to make a healing weapon enchantment that pops actors stuck in essential/bleedout: Scriptname SKK_HealingMGEF extends activemagiceffect ActorValue Property pHealth Auto Const Mandatory Sound Property pNPCHumanStimpakNPCB Auto Const Mandatory RefCollectionAlias Property Alias_Healing Auto Const Mandatory Event OnEffectStart(Actor akTargetActor, Actor akCasterActor) If (akTargetActor.GetValue(pHealth) < akTargetActor.GetBaseValue(pHealth)) && (akTargetActor.IsHostileToActor(Game.GetPlayer()) == FALSE) Alias_Healing.AddRef(akTargetActor as ObjectReference) pNPCHumanStimpakNPCB.Play(akTargetActor as ObjectReference) akTargetActor.RestoreValue(pHealth, ((akTargetActor.GetBaseValue(pHealth) * 1.0) - akTargetActor.GetValue(pHealth) ) akTargetActor.ResetHealthandLimbs() akTargetActor.SetNoBleedoutRecovery(False) StartTimer(6) ; Overlap as bleedout takes 11 seconds to recover EndIf EndEvent Event OnTimer(Int iTimer) Int iIndex = 0 While (iIndex < Alias_Healing.GetCount()) ObjectReference ThisREF = Alias_Healing.GetAt(iIndex) If ((ThisREF as Actor).IsBleedingOut() == FALSE) (ThisREF as Actor).SetNoBleedoutRecovery(True) Alias_Healing.RemoveRef(ThisREF) iIndex -= 1 EndIf iIndex +=1 EndWhile If (Alias_Healing.GetCount() > 0) StartTimer(6) Endif EndEvent Fire & Forget MagicEffect script > Enchantment > Legendary Weapon OMOD Link to comment Share on other sites More sharing options...
LX6R Posted September 20, 2018 Author Share Posted September 20, 2018 A while back I messed about with magic effects (tedious) to make a healing weapon enchantment that pops actors stuck in essential/bleedout: Scriptname SKK_HealingMGEF extends activemagiceffect ActorValue Property pHealth Auto Const Mandatory Sound Property pNPCHumanStimpakNPCB Auto Const Mandatory RefCollectionAlias Property Alias_Healing Auto Const Mandatory Event OnEffectStart(Actor akTargetActor, Actor akCasterActor) If (akTargetActor.GetValue(pHealth) < akTargetActor.GetBaseValue(pHealth)) && (akTargetActor.IsHostileToActor(Game.GetPlayer()) == FALSE) Alias_Healing.AddRef(akTargetActor as ObjectReference) pNPCHumanStimpakNPCB.Play(akTargetActor as ObjectReference) akTargetActor.RestoreValue(pHealth, ((akTargetActor.GetBaseValue(pHealth) * 1.0) - akTargetActor.GetValue(pHealth) ) akTargetActor.ResetHealthandLimbs() akTargetActor.SetNoBleedoutRecovery(False) StartTimer(6) ; Overlap as bleedout takes 11 seconds to recover EndIf EndEvent Event OnTimer(Int iTimer) Int iIndex = 0 While (iIndex < Alias_Healing.GetCount()) ObjectReference ThisREF = Alias_Healing.GetAt(iIndex) If ((ThisREF as Actor).IsBleedingOut() == FALSE) (ThisREF as Actor).SetNoBleedoutRecovery(True) Alias_Healing.RemoveRef(ThisREF) iIndex -= 1 EndIf iIndex +=1 EndWhile If (Alias_Healing.GetCount() > 0) StartTimer(6) Endif EndEvent Fire & Forget MagicEffect script > Enchantment > Legendary Weapon OMOD So if I understand you right this will help up my companions/NPCs when they are downed? I'd probably need some more help to make a weapon out of your description. I assume that this will create a new legendary modification for weapons? Link to comment Share on other sites More sharing options...
SKKmods Posted September 21, 2018 Share Posted September 21, 2018 Yes its part of a legendary omod. May not be the best way, but its what I got. Needs a quest ref collection alias to hold bleeding actors, magic effect, enchantment, omod. If your not working with essential actors that bleedout like companions, you can drop the whole alias, bleedout and timer thing. Link to comment Share on other sites More sharing options...
LX6R Posted September 21, 2018 Author Share Posted September 21, 2018 (edited) Yes its part of a legendary omod. May not be the best way, but its what I got. Needs a quest ref collection alias to hold bleeding actors, magic effect, enchantment, omod. If your not working with essential actors that bleedout like companions, you can drop the whole alias, bleedout and timer thing.I have normal companions. It would be amazing if you could provide sort of step by step tutorial. Edited September 21, 2018 by JohnnyTest91 Link to comment Share on other sites More sharing options...
markyrocks Posted September 21, 2018 Share Posted September 21, 2018 I'd suggest go checking out some tutorials on the ck. Then maybe after that go check out the fundamentals of object oriented programming, then read the papyrus primer. Link to comment Share on other sites More sharing options...
Deleted41587325User Posted September 23, 2018 Share Posted September 23, 2018 (edited) 1) Create a Spell "StimpakSpell" with all of the same effects and durations as the stimpak "potion." 2) Create a magic effect: fire and forget, contact, script Create a new script on the magic effect: Spell Property StimpakSpell Auto Const Event OnHit(akTarget, akCaster) If akTarget.HasSpell(StimpakSpell) == 0akTarget.AddSpell(StimpakSpell)ElseakTarget.RemoveSpell(StimpakSpell)akTarget.AddSpell(StimpakSpell)EndIf EndEvent Make sure you define the property of the script in the Creation Kit and point it to the right place for the stimpak spell. 3) Create an enchantment: give it your script magic effect. 4) Create your pistol. Give it your enchantment. Set it to non-hostile and 1 dmg. (I think you need at least 1 damage or it registers as "resisted" and won't take effect.) 5) For a little flavor maybe create a new ammo type, Stim Rounds, or something like that and then create a new constructible object so you can craft them somewhere.Make sure you define the property of the script in the Creation Kit and point it to the right place for the stimpak spell. If it isn't sufficient to bring a character out of bleedout, add something like: akTarget.SetNoBleedOutRecovery(false)Utility.Wait(15)akTarget.SetNoBleedOutRecovery(true) to the end of your script. Edited September 23, 2018 by Guest Link to comment Share on other sites More sharing options...
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