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Bomaz

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  1. hm, maybe the person that told me was misinformed. I have a hard time believing that there is no way to access the improvements or stats of items without using the script extender. Unfortunately my mod requires the armor rating of the currently equipped gloves to work properly. This is why I am searching for a way to make objects persistent since I was told that this enabled accessing smithing improvement. There should definitely be a way to do it, I just have to find it. So far I calculate the unmodified rating based on the players attributes but that can't take smithing into account and smithing is a rather large factor on the stats of items. An improved object would be unique however wouldn't it?
  2. Hm, I would like to access the ObjectReference.GetItemHealthPercent() that I was informed could allow me to determine how much an item had been improved by smithing. but you are telling me that it is not possible to get the ObjectReference of an item that is equipped? Crap. Can I make all the items in the inventory persistant (so that they have an ObjectReference) and then use that to determine the one that goes missing or some such?
  3. I'm not sure what you mean by this I'm afraid. Preferably I would like to have a a script that looks something like this Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) makeobjectpersistent( akBaseItem ) endEvent From your explanation I don't understand what I have to do to accomplish this. This is all just so that I can get an objectreference for the objects when they trigger a OnObjectEquipped event for my script.
  4. How do I do this in papyrus? I need to be able to ObjectReference for any object the player equips.
  5. I would like to access the ObjectReference of an object that triggers an Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) However the ObjectReference is "none" unless the akBaseObject is persistent. Does anyone know how I can make an object persistent? Or any other way to solve the problem so that the event triggers with an ObjectReference? I tried creating a script that referenced the object with a long pause but this did not work. Any suggestions are appriciated
  6. How unfortunate. Is there any way to attach a parameter to the item at the time of smithing to be retrieved by my script? Then I can at least make a dirty fix on that problem.
  7. Excellent, thank you then I can get things working. Do you know how to get the quality (from smithing) of an item as well?
  8. I am trying to do a "fists of steel" fix. So far I have an ok armor rating calculator and to continue I would would need two script functions 1 that adds a bonus to unarmed damage for the player equal to some integer set in the script 2 one that removes the above bonus Any help would be much appreciated
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