CylonSurfer Posted April 18, 2019 Author Share Posted April 18, 2019 Doing the "dummy" quest and attached script that way is definitely better. But sometime for some reason, this quest is not fired for some users, maybe due to mods conflict or whatever reason... You probably can get all the mods attached to the weapon and act accordingly but its a F4SE function.Yeah, I don't have the luxury of F4SE as the mod is aimed at FO4:VR and I can't see any way to add a weapon mod as a quest alias so I guess the whole 'dummy quest' route is a no go. Link to comment Share on other sites More sharing options...
langnao Posted April 18, 2019 Share Posted April 18, 2019 Each of those grip mods say for example pistol will add specific keyword , eg dn_HasGrip_Pistol, dn_HasGrip_Better1 ,etc. Check for the keyword. Use WornHasKeyword from the actor script, u will be able to detect the keyword even if it is mods added to your weapon and you have equipped the weapon. Link to comment Share on other sites More sharing options...
SKKmods Posted April 18, 2019 Share Posted April 18, 2019 That was the concept I was going for; script on player quest alias responding to OnObjectEquipped() (akBaseObject is Weapon) either akReference.HasKeyword() on the equipped akReference (if persistent) or PlayerREF.WornHasKeyword() if not. Link to comment Share on other sites More sharing options...
CylonSurfer Posted April 24, 2019 Author Share Posted April 24, 2019 Just wanted to say thanks to you both, no idea how I missed those keywords - anyway my script is now working as intended and all traces of magic effects and edits on vanilla items have been banished from my mod :) Link to comment Share on other sites More sharing options...
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