Jump to content

Questions regarding ActorValues


Recommended Posts

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

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

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

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...