XutzBR Posted March 8, 2020 Share Posted March 8, 2020 I'm trying to create a full set bonus when a ring and an amulet are worn together. For this I've done exactly like the Deathbrand full set; put the same keyword on both jewelry pieces and a WornApparelHasKeywordCount =2 on the spell (which is the set bonus). But it doesn't work. Am I missing something? Link to comment Share on other sites More sharing options...
JobVanDam Posted March 9, 2020 Share Posted March 9, 2020 (edited) Is it a custom keyword?Make the condition >= 2Also try opening the console, clicking on your char and typing "WornApparelHasKeywordCount (keyword)" Edited March 9, 2020 by JobVanDam Link to comment Share on other sites More sharing options...
XutzBR Posted March 9, 2020 Author Share Posted March 9, 2020 Yes, it is a custom keyword. And no, didn't work. :sad:In the console it appears WornApparelHasKeywordCount ">>2" with the 2 pieces worn and ">>1" when one item is worn.Thanks on helping by the way :happy: Link to comment Share on other sites More sharing options...
foamyesque Posted March 9, 2020 Share Posted March 9, 2020 Can you describe more precisely the spell and the conditions on it, and where they were applied? Link to comment Share on other sites More sharing options...
XutzBR Posted March 11, 2020 Author Share Posted March 11, 2020 The spell is set as Ability and have 3 magic effects: fortify light armor skill, fortify heavy armor skill and fortify block skill (all three created effects). Each effect item has one condition: WornApparelHasKeywordCount, Keyword: RTOW_KWD_BearBonus, >= 2, AND, Run on Subject. Both items have the keyword "RTOW_KWD_BearBonus". I took pictures, look:https://imgur.com/b0dSnjchttps://imgur.com/6jIveeJhttps://imgur.com/LxfMr9p Link to comment Share on other sites More sharing options...
foamyesque Posted March 12, 2020 Share Posted March 12, 2020 OK, that looks correctly set up. Have you confirmed that the player does indeed have the ability? Link to comment Share on other sites More sharing options...
XutzBR Posted March 12, 2020 Author Share Posted March 12, 2020 No, the player don't get the ability as he's supposed to. Link to comment Share on other sites More sharing options...
foamyesque Posted March 12, 2020 Share Posted March 12, 2020 No, the player don't get the ability as he's supposed to. If the player doesn't have the ability at all, then the effect can't fire. How are you trying to add it? Link to comment Share on other sites More sharing options...
XutzBR Posted March 17, 2020 Author Share Posted March 17, 2020 Well, the player is supposed to get the ability by equipping both items together. When he equip the ring, he get an effect; when equip the amulet, get another effect; and when equip'em both, another effect. I was researching on the matter before I created this topic and stumbled on a post that said the Magic effect should have an OnEquipped function, but since Deathbrand's full set don't use it, I think it's not really necessary. Is it? Link to comment Share on other sites More sharing options...
foamyesque Posted March 18, 2020 Share Posted March 18, 2020 Well, the player is supposed to get the ability by equipping both items together. When he equip the ring, he get an effect; when equip the amulet, get another effect; and when equip'em both, another effect. I was researching on the matter before I created this topic and stumbled on a post that said the Magic effect should have an OnEquipped function, but since Deathbrand's full set don't use it, I think it's not really necessary. Is it? No, an OnEquipped event is not necessary. I think there's a terminology issue here, though. What you've done -- which is correct! -- is create an Ability that has an Effect with a dynamic condition (meaning it is regularly checked instead of being just checked once at the beginning). So, if the player has the ability, equipping the various items will trigger the effect to start or stop as appropriate. However you still need to give the player the ability. Otherwise the checks will never be made. The easiest way to do that would be to create a Quest, and then a ReferenceAlias in that quest pointing at the player, and put the ability in under the Alias's Spell list. Link to comment Share on other sites More sharing options...
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