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Snook001

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Everything posted by Snook001

  1. Thank you, my problem was different, but similar and it fix my issue.
  2. A little late I know but: playerRef. GetCurrentLocation().GetName() This will give you the name of the place your at.
  3. Hi, I try to trigger a quest on a mod from another mod. The reason is I don't like the way the quest start and thought it would be way cooler if another mod did it. Now, I'm not a moder, both mod are not mine but the idea are great. I read a lot and manage through the years to modify many mods (which after countless hours finally gave me what I want), except this one. The quest is triggered when the player accept a spell in Mod_B, but I notice that if the spell is added by consol it also start the quest. So I want to change the way the user accept the spell and have it given to the player through Mod_A. But I want the storyline to unfold after as it is written in Mod_B. So no mod must be destroyed, just a bridge need to be establish between both mod. What I have presently is the following, I try many variances and the property are at the proper place as it compile without problem. Scriptname Script_Mod_A extends Questimport UtilityScript_Mod_B Property qst Auto Actor Property PlayerRef AutoSpell Property Mod_B_Spell Auto Function GiveSpell() playerRef.AddSpell (qst.Mod_B_Spell, true)endFunctionSo far the quest don't start and the player don't get the spell. Any idea what I could be missing? Thanks for your help.
  4. Hi, Great job so far, the .46 version works fine for me. Questions, the Nexus wiki is presently down and I'm looking for the document to convert armor from one body type to an other. Any idea when it will be brought back online or if you have the document else where for access. Many thanks.
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