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pyrotx

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Everything posted by pyrotx

  1. Reply to Gilron: What you need to do is add an AI Package to each Npc to make them travel and wait at a specific location. Next make sure that the AI Package can only take effect at the appropriate quest stage. This can be done by creating a new AI package and under the conditions tab add the condition--- GetStage or whatever it's called, then select the quest you want, then the quest stage. Also make sure that this new AI Package in at the top of the load order/ at the top of the characters AI Package list.
  2. You could try something like: Event OnDeath() Utility.wait(however many seconds) self.moveto(wherever) EndEvent And attach the same script to each npc in question. If you just want to get rid the a dead body, then try: Event OnDeath() Utility.Wait(however many seconds) Self.Disable() Self.Delete() EndEvent
  3. Well, I was first planning to make it a short range spell, "where the cursor is pointing". Second I plan to add a damage portion in the destruction school, this way is can be used as an attack. Since this is mainly what the ai understands.
  4. I'm trying to create a teleporting spell for any npc that casts the spell. The problem is, the only way I know to make a teleportation spell is so the spell summons an activator, then the activator moves the caster to it, in other words the only script is on the activator. So far I've only been able to make this work for the player. The reason being, I don't know how to tell that BLEEPING activator that it's supposed to move the caster of the spell. As it has no idea who the caster is if it's not the player or a SINGLE specific npc, like for example Lydia. However, as I said I was hoping it could be any npc that casts the spell. Basically can someone tell how to reference the caster of a spell in an activator script please?
  5. Here is one that I made, I don't know if it functions in game, but it compiles without any error messages. Don't forget to create the actual perks first though. Scriptname (Blank) extends activatemagiceffect Perk Property (Blank) Auto Event OnEffectStart (Actor akTarget, Actor akCaster) If akTarget.HasPerk(Blank) == false akTarget.AddPerk(Blank) Else akTarget.RemovePerk(Blank) Endif EndEvent
  6. I seem to be running into an error when trying to create a new quest that starts up through dialogue with a new NPC. Here is what I enter into the topic box that according to a tutorial is supposed to start the quest once the NPC finishes speaking: GetOwningQuest().SetObjectiveDisplayed(1­0) GetOwningQuest().SetStage(10) Then an error message comes up and says something similar to this: Starting 1 compile threads for 1 files... Compiling "TIF__0B0DBD91"... C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__0B0DBD91.psc(9,40): no viable alternative at character '-' C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__0B0DBD91.psc(9,41): extraneous input '0' expecting RPAREN No output generated for TIF__0B0DBD91, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__0B0DBD91 Except the numbers are all instead TIF_03003333 Can anyone please tell me what the problem is and if there's a way to fix it?
  7. I don't know the specifics of your problem, however you might try using skyrim script extender (skse) to start the game. If that doesn't work try creating a new character to see if it's just the one save that's corrupted. If that also doesn't work then try uninstalling skyrim and reinstalling it, if that still doesn't work then try disabling some of your mods. Just a few longwinded ideas, hope that helps.
  8. I'm having a problem where the bound weapon spells arcane weapon and hammer of justice from the mod forgotten magic redone crash my game upon cast. Is there a fix update or manual repair for this problem?
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