Xaranth Posted November 21, 2012 Share Posted November 21, 2012 scn GSChemistrySetScript short Button float Timer Begin GameMode if (Timer > 0) Set Timer to Timer - GetSecondsPassed endif END I don't think that will work the way you want it to unless the ChemSet is made persistent. Leave the Cell, save, restart, reload, and the counter will shut off until you go back to the cell... won't it? Link to comment Share on other sites More sharing options...
AtomicAmelyn Posted November 22, 2012 Author Share Posted November 22, 2012 Well, I still have issues with the script but, here's the script of Father Elijah's chemistry set.scn NVDLC01ElijahsChemistrySetScript short Button short bResidueGathered begin OnActivate if IsActionRef player ShowMessage NVDLC01ElijahsChemistrySetMsg endif end BEGIN MenuMode 1001 set Button to GetButtonPressed if ( Button == 1 ) player.additem NVDLC01CRJar 1 set bResidueGathered to 1 set NVDLC01ChipReward.fCloudResidueDelay to GameDaysPassed + 1 SetDestroyed 1 endif ENDWe know that Father Elijah's chemistry set can be re-used to gather cloud residue and I want the same for the basic set. As you can see, the script is slightly different than the other set and adapting Elijah's script to it might cause me some problems. I don't know what to do now. What do you think? Link to comment Share on other sites More sharing options...
viennacalling Posted November 22, 2012 Share Posted November 22, 2012 Use Xaranth's script and resolve any issues you have with it. Father Elijah's chemistry set has quest NVDLC01ChipReward handling the reset every so many days and that way of doing things is needlessly complex for what you want to do with the regular chemistry set. Link to comment Share on other sites More sharing options...
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