TangoTracer Posted November 3, 2022 Share Posted November 3, 2022 Hey guys, just starting to learn modlet creation. I am modifying the running shoes into 'sprinting shoes' that are lighter weight, and cause ANY fall damage to incur a sprain. This is my code, doesn't seem to be functional in-game as I still take fall damage without getting a sprain occasionally. Any advice/tips? <item name="apparelRunningShoesSprinting"> <property name="Extends" value="armorLeatherBoots"/> <property name="DescriptionKey" value="apparelRunningShoesSprintingDesc"/> <property name="CustomIcon" value="apparelRunningShoesRegular"/> <property name="CustomIconTint" value="86,255,109"/> <property name="Tags" value="lowerbody,feet,clothing,canHaveCosmetic,noMods"/> <property name="DisplayType" value="clothingRunningShoes"/> <property name="Stacknumber" value="1"/> <property name="Weight" value="25"/> <property name="Encumbrance" value=".02"/> <property name="ShowQuality" value="false"/> <property name="Group" value="Clothing"/> <property class="UMA"> <property name="Mesh" value="running_shoes"/> <property name="Overlay0" value="running_shoes"/> <property name="Overlay0Tint" value="86,255,109"/> </property> <property name="EconomicValue" value="200"/> <effect_group tiered="false"> <passive_effect name="HypothermalResist" operation="base_add" value="1.8,4.2"/> <passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/> <passive_effect name="StaminaChangeOT" operation="perc_add" value=".2" tags="running"/><display_value name="dStaminaRegen" value=".2"/> <passive_effect name="ModSlots" operation="base_set" value="0"/> <passive_effect name="RunSpeed" operation="perc_add" value=".20"/><display_value name="dRunSpeed" value=".20"/> </effect_group> <effect_group> <!-- Apply sprain whenever taking fall damage --> <triggered_effect trigger="buffPlayerFallingDamage" action="AddBuff" buff="triggerSprainedLeg"> <requirement name="CVarCompare" cvar=".impactSpeed" operation="GTE" value="1"/> </triggered_effect> </effect_group> </item> Link to comment Share on other sites More sharing options...
Telric Posted November 3, 2022 Share Posted November 3, 2022 buffPlayerFallingDamage is not a trigger. You're looking for onSelfFallImpact Here's a vanilla example: <triggered_effect trigger="onSelfFallImpact" action="AddBuff" buff="buffPlayerFallingDamage"> <requirement name="CVarCompare" cvar="_fallSpeed" operation="GTE" value=".08"/> <!-- a bit over 1.5m while walking --> </triggered_effect> Link to comment Share on other sites More sharing options...
TangoTracer Posted November 3, 2022 Author Share Posted November 3, 2022 (edited) I ended up figuring that out last night, thanks!! Works great now. Sprinting Shoes v1.0 Edited November 3, 2022 by TangoTracer Link Fix (see edit history) 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now