Badmagic Posted June 25, 2012 Share Posted June 25, 2012 Long story short, putting a "Lucky Coin Purse" on a rogue npc boss as a kind of reward, its just a 'disallow enchanting' pouch with what I hoped would be the equivalent of +25 carry weight and a variation of 'Imperial Luck' racial ability. Looking at the spell... ID: RaceImperialName: Imperial LuckType: Ability ...it simply links to the magic effect... ID: RaceImperialLuckEffectName: Imperial LuckEffect Archtype: Script But it has no script liked in its scripts field? To test I duplicated the existing magic effect as a new form as follows... ID: BMCDeepPktsMGEFName: Deep Pockets I then attached the 'new' effect along with the +25 carry weight to a fresh enchantment... ID: BMCDeepPktsEnchName: Deep PocketsType: Enchantment Then finally attached the enchantment to the object. ID: BMCLuckyCoinPurseName: Lucky Coin Purse It all works, shows up in game, shows both the stats to be added in carry weight increase and also 'Deep Pockets' through the active effects screen but the point is how can I be 100% certain the extra gold find is actually working, would saving prior to opening a random chest then opening it pre-eqip and then reloading the game and opening it again post-eqip be sufficient, with gold being random in these containers and varying wildly sometimes I'd much rather have a definite way to check this. Any suggestions welcome in how to check this correctly. :wallbash: Link to comment Share on other sites More sharing options...
Sjogga Posted June 26, 2012 Share Posted June 26, 2012 Open the Kit, navigate to World Objects->Containers. Look through a few entries that contain gold, then check if they has a special loot entry for "Imperial Luck". Link to comment Share on other sites More sharing options...
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