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Object Effect/Enchantment Change


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Hello guys!

 

For the last couple of days, I've been working on a mod to compliment realistic weight and backpack mods for FNV. The way it works is by using a hotkey, which can be changed through the MCM, to open a container(an NPC really) with limited space where the player can store their stuff. Now, I thought that making the pack into a container and having the Lbs. Bonus would destroy the purpose of the mod, so I put a condition on the weight enchantment of the item I was testing it on, so that the player didn't get the bonus but any companions did get it regardless.

 

 

 

As I said at the beginning though, the point of the mod is to compliment other weight and/or backpack mods. However I don't want to clutter the user with patch .esps for each mod they might have active. I know how to make the script recognize the mods loaded and the items/backpacks the player has equipped. However I can't for the love of it find a way to change the object effect of an item, or at least add the condition to it's existing one.

 

So is there actually a way to change enchantments/conditions for them through scripts?

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  • 1 month later...
That would require a patch and that's exactly what I don't want. I have a condition anyway so that other NPCs get the weight bonus, and only the player uses it as a container. If I'm being to difficult to understand I'm sorry. Once I get back to the mod and release it hopefully it will become clear. And what luthien suggested is not difficult, it just needs a fail-safe in case someone wants to remove the mod without removing their backpack mods(PN for example).
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  • 2 weeks later...

Why not just put conditions on each effect. Weight +10, +20, etc or whatever it is you want, and the condition is the value of a global variable that is set via a script somewhere.

 

This is not a bad idea at all, and in fact the method used by the developers to stage he upgrades to the Stealth Suit Mk II in Old World Blues. I became VERY intimate with how this worked when I duplicated the suit in a mod and couldn't use the original object effect because mine didn't have Old World Blues as a master (still required it for the suit--just did some magic with BuildRef so OWB wouldn't be required for the mod).

 

Avoiding patch plugins is tricky when dealing with something like this.

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