Nuascura Posted October 12, 2023 Posted October 12, 2023 (edited) I spent a good deal of time playing around with it, but I can't seem to make an armor enchantment work. What I have is a code that is capable of depleting magicka 'directly', when called from an active quest script on a player actor reference. However, my goal is to make a cursed collar feature similar to what SLS has. Prior to looking into SLS's script, I attempted to attach a Magic Effect to an Enchantment inside CK. Then, in two separate tests, I applied this enchantment to a normal vanilla footwear and a DD collar. If GetEnchantment() didn't retrieve the enchantment I wanted to apply, script would continue to armorItem.SetEnchantment(enchantment) While the enchantment was applied successfully, the Magic Effect never fired its OnEffectStart() event. Is this not how these functions work? I think my upcoming test will be more similar to how SLS does it. However, instead of attaching the script to any collar armor reference aliases, I'm thinking of attaching a magic effect as spell to player quest alias. Then, I'll set conditionals to activate the spell if: - magic license feature is enabled - no magic license - has collar equipped (or has worn item with collar keyword) Any tips would be appreciated. Edited October 12, 2023 by Gyra
kamoewarrior Posted October 12, 2023 Posted October 12, 2023 I'm not sure what you want to cause the enchantment to trigger but if it is a specific scenario maybe you can make script like this to fire when the scenario triggers (I forgot the exact syntax) get equipped if (specific item) is equipped apply magic effect I'm currently learning scripting so I'm interested on following this topic in case I can pick up something.
Tlam99 Posted October 12, 2023 Posted October 12, 2023 (edited) check this rings and just replace the MGEF and Item. Under conditions the quest state. Edited October 12, 2023 by Tlam99
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