Halstrom Posted June 6, 2018 Posted June 6, 2018 I have this in an Alias Reference script but it won't compile, any ideas? Scriptname SynthPlayer:Synth9RSE extends ReferenceAlias Group Misc Keyword Property kwSynthMilk Auto Potion Property potRSE_BottleOfMilk Auto EndGroup ;----------------------------------------------------------------------------------------------------------------------------- Event fnInit() potRSE_BottleOfMilk = Game.GetFormFromFile(0x0000CFA9, sModName) as Potion If (potRSE_BottleOfMilk) potRSE_BottleOfJMilk.AddKeyword(kwSynthMilk) EndIf EndEvent Quote C:\Users\Owner\AppData\Local\Temp\PapyrusTemp\SynthPlayer\Synth9RSE.psc(88,22): AddKeyword is not a function or does not exist
Carreau Posted June 6, 2018 Posted June 6, 2018 Addkeyword() only works on references whereas you’re trying to add the keyword to the base object. To make it work, you would need to get the reference id of the potion.
Halstrom Posted June 6, 2018 Author Posted June 6, 2018 3 hours ago, Carreau said: Addkeyword() only works on references whereas you’re trying to add the keyword to the base object. To make it work, you would need to get the reference id of the potion. Unfortunately I want to add the keyword to the base object, not just one reference. potRSE_BottleOfJizz = Game.GetFormFromFile(0x0000CFA9, sModName) as Potion If (potRSE_BottleOfJizz) ObjectReference orBottleJizz = potRSE_BottleOfJizz.GetReference() orBottleJizz.AddKeyword(kwSynthCum) EndIf I did this and now get this Quote C:\Users\Owner\AppData\Local\Temp\PapyrusTemp\SynthPlayer\Synth9RSE.psc(92,53): GetReference is not a function or does not exist It seems it can't be done without a dirty edit of another mod which I don't want to make a dependency
Carreau Posted June 6, 2018 Posted June 6, 2018 I added keywords to base armors for fallout vore, but to do it required manually adding the keyword in a bridging plugin. That way i didn’t create armor dependencies on the core mod for people who didn’t want the optional functionality I was adding through the keywords. I’m thinking the cleaner way to do it would be to use getformfromfile to load a formlist with base IDs. Then, you can watch if the item being used is in the list through onequip and do your magic that way. That’s basically how survival works when using food and drink.
Halstrom Posted June 6, 2018 Author Posted June 6, 2018 2 hours ago, Carreau said: I added keywords to base armors for fallout vore, but to do it required manually adding the keyword in a bridging plugin. That way i didn’t create armor dependencies on the core mod for people who didn’t want the optional functionality I was adding through the keywords. I’m thinking the cleaner way to do it would be to use getformfromfile to load a formlist with base IDs. Then, you can watch if the item being used is in the list through onequip and do your magic that way. That’s basically how survival works when using food and drink. Yeah I worked out a way to do basically that, hopefully we might get a F4SE function one day to add keywords to base objects
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