Loxy38 Posted January 26, 2009 Author Share Posted January 26, 2009 Ok. I added this. BEGIN OnLoad If JessiREF.JFlashlightOn == 1 set JessiREF.JFlashlightOn to 0 JessiREF.removespell JessiFlashlight ;set JessiREF.JFlashlightOn to 1 ;JessiREF.addspell JessiFlashlight EndIf END As you can see it just checks if JFlashlightOn = 1 and then Sets JFlashlightOn to 0and then removes the spell. Reason i did this is to see if the variable is to see if the routine is firing and it is which is strange because when i add the other 2 lines it does not switch back on :( I am going to try adding another IF/EndIF with ;set JessiREF.JFlashlightOn to 1 ;JessiREF.addspell JessiFlashlight Link to comment Share on other sites More sharing options...
Loxy38 Posted January 26, 2009 Author Share Posted January 26, 2009 Ok. I added this. BEGIN OnLoad If JessiREF.JFlashlightOn == 1 set JessiREF.JFlashlightOn to 0 JessiREF.removespell JessiFlashlight ;set JessiREF.JFlashlightOn to 1 ;JessiREF.addspell JessiFlashlight EndIf END As you can see it just checks if JFlashlightOn = 1 and then Sets JFlashlightOn to 0and then removes the spell. Reason i did this is to see if the variable is to see if the routine is firing and it is which is strange because when i add the other 2 lines it does not switch back on :( I am going to try adding another IF/EndIF with set JessiREF.JFlashlightOn to 1 JessiREF.addspell JessiFlashlight to see if that helps which i doubt. I have read somewhere that a permenant spell can't be activated this way so perhaps thats whats up but you can add a permenant spell to a item. So what i may do is add it to my companions Pipboy and just have 2 copies of the pipboy. One with the spell active and one without and just swap the pipboy with Add/Remove item command when the player selects on/off. It wouldnt solve the problem if there not wearing the pipboy but i can think of something. Is it possible to create a dummy item that can be worn but not seen? Any thoughts? Would really love to solve this even though its hardly game breaking. Btw alex the above to turn the variable off is better than what we have atm because atleast now the user only has to turn it back on and not off/on. Works good too. Link to comment Share on other sites More sharing options...
Loxy38 Posted January 26, 2009 Author Share Posted January 26, 2009 I notice also that if you make only small fast travels the light stays on so i am guessing its something to do with a timer on the light. I have set the light spell to last 99days but i dont think this will work tbh Someone else may have some thoughts? Link to comment Share on other sites More sharing options...
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