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Devious Device Modding


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Posted (edited)

Hey all,

 I'm stepping into modding and finally got a basic mod that creates and assigns a spell to the player. I'm now trying to figure out how to trigger devious devices to equip ... well, anything. As proof of concept.

 How would I go about doing that? I've included the PSC files from the Devious Devices 7z file's scripts directory in the Data/Source/Scripts game directory, and made sure to load all the devious device mods in Creation Kit. But I'm not sure what to do from here. SKSE is working in Creation Kit, I already established that.

 

Thanks.

 

 

Edit: I got it! Wow, that was a pain, finding all those scripts and getting the references correct. I had to use deviously cursed loot's libs source to figure out how to implement it in code, but I made a spell that locks a specified devious device on a user. 

I would still like to know if there's any documentation on Devious Devices. Fumbling through zadLibs.psc was pretty confusing.

Edited by Allen Harris
Posted

Okay, so I've got all the references working. Damn that's a lot of scripts to track down lol.

And I tried this:

Scriptname HelloModSpellEffectScript extends activemagiceffect  

Event OnEffectStart(Actor Target, Actor Caster)
	Debug.MessageBox("Is Valid Whatever: " + zadclibs.IsValidActor(Caster))
EndEvent

But it tells me:

cannot call the member function IsValidActor alone or on a type, must call it on a variable

 

Is there some code documentation as to how to use Devious Devices?

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