Jump to content

Furniture Interaction Condition not working?


Recommended Posts

I'm trying to apply some interaction condition to some power armor furniture type in CK so that whoever wants to interact with it has to wear a specific item that has a specific keyword before he can use it. Problem is, it does not work. No matter what, i can interact with it even tho i should not be able to.
So what i did is i added condition as follows:

 

Condition Function: WornHasKeyword

Parameters: 'InterfaceBody' (that keyword is also on the clothing of course)

Comparison: ==

Value: 1.0000

Run on: Subject (tried Swap Subject and Target, same result)

My goal is to create a mod that would perhaps compare if user wears a specific clothing before he can enter the PA. Also, i'd like to restrict the inventory access to some perk so you can't just swap parts at will, it should require you to know something about the tech.

Would be nice if i could compare the clothing via FormList and if i could do it without scripts.

Anyone can help?

Link to comment
Share on other sites

Would like to know as well, what's the secret. Neither Interaction keyword, nor conditions have no effect, although encountered in some vanilla forms.

 

To prevent entering furniture while smoking, i made a perk entry AddActivateChoice with "Replace default" flag, my perk runs a script then, but possibly can simply discard any activation attempt, if there's no script provided.

 

To handle FormLists there's IsInList condition func, but usage is quite limited (no way to specify a worn subject), moslty useful for filling quest aliases.

Edited by hereami
Link to comment
Share on other sites

  • 11 months later...

Hi, it's an old thread, but what I have just noticed is that the Interaction Conditions on Furniture only seem to apply to NPCs but not the Player.

 

However, in earlier versions of the game (i.e. around 2016) when I first released CWSS Redux, the interaction conditions used to work on the player as well, so this functionality must have been changed by one of the game updates.

 

I suspect that the conditions might work if you don't have a script attached to the furniture, but get overridden if you have a script attached that overrides the OnActivate event, but I haven't tested this theory.

Link to comment
Share on other sites

  • Recently Browsing   0 members

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