Reneer Posted August 18, 2019 Share Posted August 18, 2019 Looking at the scripts for the mod, they use variables and not properties. So you're going to have to rewrite the script, after getting permission first. Link to comment Share on other sites More sharing options...
vizex1 Posted August 18, 2019 Author Share Posted August 18, 2019 (edited) Looking at the scripts for the mod, they use variables and not properties. So you're going to have to rewrite the script, after getting permission first.Hmmm... Maybe this is the long and complicated route. I think I might abandon ship with this idea and try something different. Maybe you can help me with a different approach?So I'm thinking I create an omod with an enchantment that is attached to the holster object.The enchantment has a magic effect which has a script.This script will be what determines if the weapon being used is linked to the holster. Basically what I want the script to do is:On SomeEventif a weapon is currently drawn and the current holster which the omod is attached to is unequipped.then I activate the Game.GetPlayer().AttachModToInventoryItem(holsterreference, Mod1)Is this possible?I think this might work. I will try to write it myself, but if you can help I'd really appreciate it. Edited August 18, 2019 by vizex1 Link to comment Share on other sites More sharing options...
Reneer Posted August 18, 2019 Share Posted August 18, 2019 I really don't have enough of a grasp on how the Visible Weapon scripts work to be able to help you. Sorry. Link to comment Share on other sites More sharing options...
vizex1 Posted August 18, 2019 Author Share Posted August 18, 2019 (edited) I really don't have enough of a grasp on how the Visible Weapon scripts work to be able to help you. Sorry.That's okay. But the new script i'm looking how to write no longer involves visible weapons. Here's some script i've cobbled together: On SomeEvent if (Game.GetPlayer().IsWeaponDrawn == True) and if (Game.GetPlayer().IsEquipped(ObjectProperty) == False) Game.GetPlayer().AttachModToInventoryItem(ObjectProperty, Mod1) endIf EndEvent I'm still looking online on how to write this properly, but if you or anyone can help me turn this into actual code that would be a big help. Edited August 18, 2019 by vizex1 Link to comment Share on other sites More sharing options...
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