Durai Posted January 17, 2013 Share Posted January 17, 2013 So shortly after Dawnguard was released for the PC, I worked on making an amulet for Werewolves that would allow them to be somewhat playable for a good portion of the game. I succeeded to an extent but because I'm no pro at scripting, there were some glaring issues with mod. 1. If I wear the amulet well after my first transformation, the script that is supposed to reset the stat increases causes my character to suffer from stat decreases.2. Without a way to force the amulet to re-equip after reverting back to my original race, the stat increases can remain permanent (until the amulet is re-equipped and resets the stats). I'm hoping someone here can help me rectify these mistakes so I can enjoy my mod as I originally intended. Here's the script that I was able to write so far: Scriptname WerewolfAmulet001 extends ObjectReference Race Property WerewolfBeastRace Auto GlobalVariable Property WasWerewolf Auto float BaseHealth float BaseDResist float BaseUnarmed float BaseMResist Function BaseHealth (Actor TargetActor) BaseHealth = TargetActor.GetBaseActorValue("Health") as Float EndFunction Function BaseDResist (Actor TargetActor) BaseDResist = TargetActor.GetBaseActorValue("DamageResist") as Float EndFunction Function BaseUnarmed (Actor TargetActor) BaseUnarmed = TargetActor.GetBaseActorValue("UnarmedDamage") as Float EndFunction Function BaseMResist (Actor TargetActor) BaseMResist = TargetActor.GetBaseActorValue("MagicResist") as Float EndFunction Event OnEquipped(Actor akActor) BaseHealth(akActor) BaseDResist(akActor) BaseUnarmed(akActor) if akActor == Game.Getplayer() If WasWerewolf.Value == 1 Game.GetPlayer().ModAV("DamageResist", -200) Game.GetPlayer().ModAV("Health", - 100) Game.GetPlayer().ModAV("UnarmedDamage", - 25) Game.GetPlayer().ModAV("MagicResist", -35) WasWerewolf.SetValue(0) Else Game.GetPlayer().SetAV("Health", BaseHealth) Game.GetPlayer().SetAV("DamageResist", BaseDResist) Game.GetPlayer().SetAv("UnarmedDamage", BaseUnarmed) Game.GetPlayer().SetAV("MagicResist", BaseMResist) EndIf endif endEvent Event OnUnequipped(Actor akActor) If akActor == Game.GetPlayer() If Game.GetPlayer().GetRace()==WerewolfBeastRace WasWerewolf.SetValue(1) Game.GetPlayer().ModAV("Health", 100) Game.GetPlayer().ModAV("DamageResist", 200) Game.GetPlayer().ModAV("UnarmedDamage", 25) Game.GetPlayer().ModAV("MagicResist", 35) EndIf EndIf EndEvent If someone/anyone can lend me a hand I'd be most appreciative. I'm trying to get the amulet to re-equip after the Werewolf transformation ends, as well as figuring out someway to prevent the script from decreasing stats if the amulet was not worn before the first transformation. Link to comment Share on other sites More sharing options...
Durai Posted January 17, 2013 Author Share Posted January 17, 2013 Please, any guidance would be helpful; I'd like to submit this someday to the nexus... Link to comment Share on other sites More sharing options...
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