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Multiple AddActivate perks on an object


SKKmods

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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.
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