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Overriding the "Fill Bottle" Entry Point


Zorkaz

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Idea:

I wanted to override the Entry Point for Water so in a certain worldspace it gives a "Poisonous Water Bottle"

 

Issue

No Activate Point ("F") shows up, not even the original Dirty Water can be harvested from my World Water

 

 

Setup

DBXLdnL.png

 

Any Ideas what I need to change for it to appear as action point

Pretty sure it's the conditions

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I think the problem you're going to have is that the fill bottle perk is too general to allow specific water sources to be hooked by another perk. At least, if you don't edit it. If you add a condition to the original perk for the player to NOT be in that worldspace, your Activation option will show up as expected.
Otherwise, I don't think there's much you can do... other than using a script to remove the original fill water bottle perk from the player, when they enter the worldspace. lol

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Be aware that the HC_FillWaterBottlePerk is applied to the player every OnPlayerLoadGame by HC_Manager if (Game.GetDifficulty() == 6)

 

So fillable bottles mods which actually work (I have several) will be disabling/replacing/enabling that perk every OnPlayerLoadGame.

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Good to know. From what I can gather currently: If both perks are present the HC Perk works flawlessly in the Commonwealth, Far Harbor... but both Perks are cancelling each out in my worldspace.

Just as side info for people that want to do the same

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