Oblivion add spell command

broken image
broken image
broken image

Set tnoHSB.hud_val to sv_Construct '(Player.GetItemCount 00009310) + (Player.GetitemCount 00098496) + (Player.GetItemCount 00009311) + (Player.GetItemCount CUSTOM POTION OBJECT ID HERE)'Įdited by DavidSkx, 22 September 2020 - 04:16 PM. This is what my equation looks like for calculating Potion of Healing (Weak, Normal, Strong, Player Made): Make a Drain Health spell that is set to Self and only uses 1 Magicka. I'm working with the HUD Status Bars.ini file. I can show you the script its attached to if you need something more complete I've used this to store potions and ingredients the player has to a container, since we are processing inventory references we can address all of the unique items stored (including stolen). You'll probably also need to find out the count of the same potions the player has created, it'll only find unique inventory references. Would have to expand it probably, but you never need the object ID of the custom potion, you only need to info from it instead. List commands: help Move to current quest target: movetoqt. Int count this is how you update your flagīegin 'whatever mode, i'd put it in a function to be called' Oblivion uses the Xbox 360 hard drive extensively to cache (copy and reuse) game data. Can't you just walk through the players inventory using inventory references, find the potions with restore health and update your flag? That's what I would do, something like this: ref playerinv