Draveziovas Posted March 5, 2013 Share Posted March 5, 2013 So, I'm taking my first foray into the wonderful world of Oblivion scripting, and I've run into a minor problem. What I'm trying to do is make a spell that: A)Checks if the player has any of a specific Mod arrowB) If not Add 6 Mod arrows to the Player inventoryC)Equips said 6 arrowsD)Otherwise, do nothing Now, A, B, and D I've accomplished. It's C that's giving me problems. scn 1RegBullet begin scripteffectstart if player.GetItemCount 113bullet == 0 player.additem 113bullet 6 player.equipitem 113bullet endif end So, this is what I've got now. THe problem is it gives me all 6 bullets, but it only equips one bullet, and the other 5 occupy a seperate inventory slot, necessitating I manually equip them, defeating the point, plust that one bullet acts weird, occacsionally becoming an item I can't unequip. Link to comment Share on other sites More sharing options...
WarRatsG Posted March 9, 2013 Share Posted March 9, 2013 Instead of "EquipItem", try "EquipMe" :) Link to comment Share on other sites More sharing options...
Lanceor Posted March 9, 2013 Share Posted March 9, 2013 You'll need to add one bullet, equip it, and then add five more (the adding five bit might have to be done the following frame). It's one of Oblivion's "undocumented features". Also, avoid item names that begin with a number as they can often cause scripts to bork - rename 113bullet to something else. Link to comment Share on other sites More sharing options...
Draveziovas Posted March 10, 2013 Author Share Posted March 10, 2013 You'll need to add one bullet, equip it, and then add five more (the adding five bit might have to be done the following frame). It's one of Oblivion's "undocumented features". Also, avoid item names that begin with a number as they can often cause scripts to bork - rename 113bullet to something else.It worked! Thank you so much! Link to comment Share on other sites More sharing options...
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