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[LE] Simple question related to "delete.self" in a script.


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  On 4/4/2019 at 5:58 PM, maxarturo said:

 

Hey Toby.
I don't really mind if an other mod will delete or overwrite it, this is just a small bonus attached to a possible "player's house" in a secret room (if he decides to use it as a player's house).
The mod's secret room offers the player the chance to gain 10 point of Health or Stamina or Magicka, or gain a Perk for the Perk tree or advance any Skill he wishes to (level up), always for a price.
I'm even thinking to add a sacrifice ritual for those players playing dark characters.
So i don't really mind for other mods overwriting it, it doesn't have a PRIMARY importance, especially since the house has Sooooo much more to offer to the player.

 

 

One option is to use ModActorValue instead of a Set/Get combination, but it works somewhat differently and adds a modifier to the base AV instead of changing the base AV directly. This results in green text in the skills screen, for example, or if used on an NPC, can break their health bar (it won't show damage until their health drops below their base health).

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  On 4/4/2019 at 6:10 PM, foamyesque said:

 

  On 4/4/2019 at 5:58 PM, maxarturo said:

 

Hey Toby.
I don't really mind if an other mod will delete or overwrite it, this is just a small bonus attached to a possible "player's house" in a secret room (if he decides to use it as a player's house).
The mod's secret room offers the player the chance to gain 10 point of Health or Stamina or Magicka, or gain a Perk for the Perk tree or advance any Skill he wishes to (level up), always for a price.
I'm even thinking to add a sacrifice ritual for those players playing dark characters.
So i don't really mind for other mods overwriting it, it doesn't have a PRIMARY importance, especially since the house has Sooooo much more to offer to the player.

 

 

One option is to use ModActorValue instead of a Set/Get combination, but it works somewhat differently and adds a modifier to the base AV instead of changing the base AV directly. This results in green text in the skills screen, for example, or if used on an NPC, can break their health bar (it won't show damage until their health drops below their base health).

 

Interesting suggestion...
I'm already using "ModActorValue" in another script to exchange "Dragon Souls" for "Perks".
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Similar to foamyesque script with ability of reseting like TobiasPL suggested:

 

aXMDshrinePowerUpSCRIPT

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