I'm trying to port the glowing Glowing Ones that are included as an optional plugin for the NV version of Fallout Character Overhaul. Basically, it adds a light to them and an NVSE script. The port works fine for the vanilla Glowing Ones in F3. My ported script looks like this:
scn vGlowingOneSCRIPTfloat fTimerfloat fTimer2ref rSelfref rLightObjbegin GameMode if GetDead == 0 if fTimer2 > 1 RestoreActorValue Health 2 set fTimer2 to 0 else set fTimer2 to fTimer2 + GetSecondsPassed endif if fTimer > 3 set fTimer to 0 PlaceAtMe GlowingOneBurstExplode else set fTimer to fTimer + GetSecondsPassed endif if rLightObj == 0 set rLightObj to PlaceAtMe GlowingOneLight 1 set rSelf to GetSelf elseif IsMoving rLightObj.MoveTo rSelf 0 0 64 endif elseif rLightObj rLightObj.Disable rLightObj.MarkForDelete set rLightObj to 0 endifend
But I'm not sure how to make a plugin that extends this effect to MMM's Glowing Ones, as they already have a script, that looks like this:
scn zMMMzzHumanoidGlowingOneshort iRunBegin OnLoad If GetDead == 0 SMS GlowingOneFXShader PMS GlowingOneFXShader if iRun == 0 set iRun to 1 castimmediateonself zMMMzControlScriptNPC endif endifEndBegin OnDeath SMS GlowingOneFXShader additem zMMMzGlowingToken 1End
It doesn't seem possible to attach two scripts to a creature, so I guess I'd have to merge them somehow, so I keep the functions of the MMM script, while adding the glowing feature in the NVSE script. Anyone who has an idea on how to combine them?