SKKmods Posted August 22, 2020 Posted August 22, 2020 Just messing about testing what happens when multiple Add Activate perk options are added to an object that is "activatable" (has a display name and supports the OnActivate() event); Example A: a workshop has two default activations [ ] Workshop [ ] Transfer. Adding one perk: [ ] Workshop [] Transfer [ ] PerkA Adding two perks: [ ] Search <= this both pops the inventory menu and starts workshop mode when activated. Adding three perks: [ ] Search [ ] Perk A [ ] PerkB [ ] PerkC Adding four perks: [ ] Search [ ] Perk A [ ] PerkB [ ] PerkD So this fundamentally breaks the workshop activation options. Example: a waterpump has one default activation [ ] Pump Adding one perk: [ ]Pump [ ] PerkA Adding two perks: [ ] Pump Adding three perks: [ ] Pump [ ] Perk A [ ] PerkB [ ] PerkC Adding four perks: [ ] Pump [ ] Perk A [ ] PerkB [ ] PerkD The number of Add Activate options on an item is not detectable in script so difficult to manage a consistent user experience.
Recommended Posts