How to get if the player is drinking from a water source

Post » Mon Mar 14, 2011 2:02 pm

I was curious if there was a way to check if the player has activated a water source without using variableXX, I could not find one except for using variableXX

If this is not possible let me know so I can request it for NVSE

Thanks to anyone who helps.
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Syaza Ramali
 
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Post » Tue Mar 15, 2011 4:28 am

I was curious if there was a way to check if the player has activated a water source without using variableXX, I could not find one except for using variableXX

If this is not possible let me know so I can request it for NVSE

Thanks to anyone who helps.


Global variable perhaps? Starts out set to 0. Base effect on each WaterType (1, 2, 3, etc) to change the global. Have another script that resets it to 0. (Quest script that resets it after a certain amount of time; an object script fired from a token added to the player when he activates a water source, etc.)

(I used the Variable06 in the 'fill water bottle/canteen" mod I did...sent the script to Shad44 and I think he used it in his Canteen mod...earlier versions of it anyway.)
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Sista Sila
 
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Post » Tue Mar 15, 2011 4:33 am

Global variable perhaps? Starts out set to 0. Base effect on each WaterType (1, 2, 3, etc) to change the global. Have another script that resets it to 0. (Quest script that resets it after a certain amount of time; an object script fired from a token added to the player when he activates a water source, etc.)

(I used the Variable06 in the 'fill water bottle/canteen" mod I did...sent the script to Shad44 and I think he used it in his Canteen mod...earlier versions of it anyway.)


My problem with using variableXX is if another mod uses it, it may cause one mod to become broken. for instance. I use a canteen mod, but cant fill up water because of imps more complex needs, but if I move the canteen below imcn's I cant fight dehydration, so I wanted to try and see if there was another way to make an more compatible way of doing this without making a patch for the mods to work together.
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!beef
 
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Post » Tue Mar 15, 2011 2:15 am

A easy way to circumvent conflict is to make a dummy quest and store your variables in the script for this quest.
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Chantel Hopkin
 
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