Quote:
Endoperez said:
It seems that #secondaryeffectalways doesn't work, but I don't know why Frank thinks it isn't supposed to work.
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Because if you put in "#secondaryeffect" into the weapon modding, you get a secondary effect that always works.
There's an extra "always" at the end of that tag that isn't part of the actual command, and if you remove it, the command works properly.
If "#secondaryeffect" works and does what "#secondaryeffectalways" is
listed as doing, are you really going to tell me that the bug is that "#secondaryeffectalways" isn't implemented? [censored] no.
Especially not when parts of the mod manual axctually direct you to use the shortened (and correctly functioning) mod command:
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Do not use this command if you want to create a normal poisoned weapon, use #secondaryeffect instead.
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Now granted, it would be awesome for there to be a #secondaryeffect50 that had a secondary effect that occurred half the time. But #secondaryeffect is
already active always so there would be no point, at all, for including a #secondaryeffectalways - the default chance is already 100% - always doesn't change
anything.
-Frank