Jump to content

saintgrimm92

Members
  • Posts

    273
  • Joined

  • Last visited

Everything posted by saintgrimm92

  1. I have a once/day power to summon a main NPC from my upcoming mod. He's a vampire lord and the summon summons him already in his vampire lord form. I've got him sets up as a mage and I've noticed when he's in his walking stance he'll equip spells, but not use them, just run around. But then when he goes into his floating stance, he starts casting them normally. So I need a way to force him to always float so he'll always be attacking targets instead of running around with spells equipped just doing nothing half the time. I had a look at the magic version of Harkon, and he just seems to have a script that gives him certain spells depending on the player's level, so I'm not sure where/how his stances are controlled. So I'm not sure where/how to control this NPC either. I'd assume this would be another combatstate==1 situation, but I have no idea what to call on to say "do the floating" Tried googling this one, but all I ended up finding were mods to give the vampire lord form actual flight.... So not much help there.
  2. If you want the quest compass to point toward the NPC, yes. As far as I know, the only way to make the little arrow on the compass and in-game point to an NPC, is by creating an alias for them, and making the objective point toward that Alias in the objective tab. If you're making a morrowind style quest without the "quest pointers" then yeah, you wouldn't need the alias. I've never personally done that. I always set up my quests to always have a quest pointer on the objective. So any time one of my quests tells the player to talk to an NPC, that NPC is an alias so they can have the quest arrow above their head/on the game compass/map.
  3. That was getting long, so I decided to make another post instead. I was reading through your problem with dialogue again, I still think you set it up properly, BUT if your quest is NOT start-game enabled (you can find this option on the very first tab on the quest window) dialogue will NOT work without a seq file. I don't remember how to generate a seq file though... I believe it's done in TES5edit? Just google "skyrim creation kit generate seq" and you should find all you need. It's an easy thing to do, I just don't remember the details. EDIT: Here ya go. https://wiki.beyondskyrim.org/wiki/Arcane_University:Seq_Guide EDIT2: I apologize for being all over the place here. For the ring to set the next stage when picked up, you need to put a script on the ring itself. You have 2 options as well. You can make the ring an alias, it's something I don't do often, so you'd need to look up exactly how, but from what I remember, in the alias for the ring you'd do something like: Fill type: create reference to object > Ring > create IN > NPC that drops the ring (or container if it's not dropped by NPC) But if the NPC you're killing doesn't respawn OR if you don't care if the player can keep getting the ring over and over, you can just place the ring inside of the NPC's inventory and not bother with an alias for the ring at all, and just use the NPC as an alias so you can make the quest compass point to the NPC. Either way, this script will work to set the stage when the item is picked up. The script goes on the actual item. In the properties of the script, just set the value of "QuestStage" property to the stage you want the quest to be on after the ring is picked up. and the "VampQuest" property to your quest. You can remove the int property if you want and just use #s for the quest stage. I just have this designed so I can use it on multiple items across multiple stages without having to re-write the script each item. Set up like this, the same script can be put on items that will all set the quest to different stages. Quest Property VampQuest Auto Int Property QuestStage Auto Event OnContainerChanged(ObjectReference NewContainer, ObjectReference OldContainer) If NewContainer == Game.GetPlayer() VampQuest.SetStage(QuestStage) EndIf EndEvent EDIT3: Actually, you may not be able to do the ring alias. I have no idea about this, you'll need to research it or get another modder's input. But when an alias is creating a reference of an item inside a container/npc inventory, does it retain it's scripts? Perhaps that's why your ring isn't setting the stage when picked up as an alias. Aliases can have scripts put on the alias directly, through the alias window. If you're making the ring an alias, using a script similar to the one I provided, and it's still not progressing the quest, perhaps try putting the script on the ring's alias instead. Might not work right, I have no idea. But something you can try if all else fails. I feel as if I've used an alias for an item with a script in the past and it worked though... So I feel like just having the script on the item should work. But that's been so long ago that I don't really trust my memory on it, so you probably shouldn't either lol.
  4. If you want to use gold001, then on the script area of the stage, click properties, in the new window click "add property". For the property type, I'm pretty sure gold is a miscitem, name it gold001 (or anything really). If you use gold001, you should be able to use auto-fill to make it select the gold coin item. If you use anything else for property name, manually select the gold misc item for the property. As for your alias issues, a quest can completely fail to fire if you don't have your aliases set up properly. If the NPC is ever disabled, you MUST select the allow disabled box at the top of the alias window. If the NPC is essential, you MUST tick the box that says the alias is essential, if the NPC dies at any point, either killed by the player or through quest stages, anything like that, you must click the allow dead box, etc etc. If you're using the unique NPC alias type, I suggest against that. I had lots and lots of issues in the past trying to get aliases to work that way. Instead, load up the cell where the NPC is, make the alias a "specific reference". Click choose reference, a tiny box will pop up with another button very similar about choosing the reference, click that. Your mouse pointer will turn into like a target shape (circle with + in it). Just double click the NPC you want for the alias, click ok on the small window, double check you have the correct boxes ticked on the top of the alias window and then click ok on the alias window, all done. EDIT: For dialogue: It SOUNDS to me like you did it correctly. But let me go over how I make dialogue step by step anyway, maybe you'll find something you did differently and can fix your issue. I use dialogue views, if you're making the dialogue through "player dialogue" I have no idea. Never done it that way. Your dialogue SHOULD show up in both though I believe, such as if you added dialogue to the player dialogue tab, it should also show up in the dialogue views tab and vice versa (combat/favor/etc dialogue though has to be done on that specific tab. Only player dialogue/dialogue views overlap if I remember correctly). On the far left side under the words "Dialog Views" right click > New. You can name the new Dialogue view ID anything you want. I name it after the NPC and use 1 dialogue view for entirety of an NPC's dialogue. So let's just say the NPC's name is Zharkov and the quest ID is AAVampQuest01. I would name the ID: AAVampQuest01Zharkov Now that you've created a 'Dialog View', click the name of it. In this case, AAVampQuest01Zharkov. Now, right click anywhere on the blank white space to the right, click create branch. Because I use the same view for all dialogue with 1 NPC, I do a numbering system. The first branch will be named AAVampQuest01Zharkov01. The CK will then offer to name the first piece of dialogue for you, I always just use what it offers. In this case, it would offer "AAVampQuest01Zharkov01Topic". Double click the topic it named for you, a "topic" window will pop up. For "Topic Text" Type in what you want the player to have the option to say. In the big box taking up most of the space under topic text, right click > New. Another window will pop up where you type in what the NPC will say back to the player after the topic text is chosen in dialogue. After you type what the NPC replies with and hit ok, a topic info box will appear. I always click "force subtitles", but if you're recording voice, this isn't required. Under conditions, right click > new. On the condition window, you seem to know what to do. GetStage "AAVampQuest01" == 30 AND Next condition (this one will make it so ONLY your npc will be able to say these lines) GetIsID "AAVampKingRestored" == 1 AND. (AAVampKingRestored is my Zharkov NPC, although I figure you could probably guess that) Click ok. Reopen the topic info. Double click on what your NPC is going to say. Now you can record your audio, or if you're like me just record silence. If you just record silence + force subtitles, your mod won't require that "silent voice mod" to work. But make sure you record long enough silence for everyone to read the subtitles, remember not everyone reads at the same speeds. Now, if you want your NPC to say more without the player saying anything, click the "invisible continue" box on the top right of the topic info window. Right click inside the branch (yellow area that your 1st topic is sitting inside of) > add topic. This topic you'll need to name yourself. I keep with the same numbering system and just take a word/idea from what the topic text will be. If the player says "okay", then my topic text might be: "AAVampQuest01Zharkov01OK" You do NOT need to set condition for quest stage for any following dialogue. Only the FIRST piece of dialogue. So in the AAVampZharkov01 branch, the ONLY piece of dialogue that has getstage condition is AAVampQuest01Zharkov01Topic. The rest of the dialogue in the branch only has the condition of "GetIsID "AAVampKingRestored" == 1 AND". This is because all following dialogue is locked behind the first piece of dialogue. So if you can't access that first piece because you're not on that stage of the quest, none of the following dialogue will be accessible either. After you have all your dialogue for that branch, hover over one of the dialogue boxes on the branch. Your mouse pointer will turn into a white hand. Click and drag to the 2nd dialogue box. This will create an arrow from the first dialogue box to the 2nd. (Black for normal, where the player will talk again b4 the NPC continues, green for invisible continue, where the NPC continues talking without the player saying anything). On the final topic, where the NPC is done talking, click the goodbye checkbox and set the next stage in the "scripts > end > papyrus fragment" box. "GetOwningquest().SetStage(35)" for example. Now, say that NPC had you go do something, and you need to return to the NPC at stage 40 to give him the item he had you go find. Click the dialog view you already created for this NPC (or make a new one, it's entirely up to you, I think it's easier to keep straight for me personally to keep all the dialogue of a specific NPC inside one dialog view, but really I don't think it matters). Now right click in the white area again, NOT the yellow area from the branch you've already made and just repeat the process. Right click > new branch. This is the 2nd time talking to this NPC, so the branch ID will be: AAVampQuest01Zharkov02, the auto-name for first topic is fine, will be AAVampQuest01Zharkov02Topic. Set the getstage condition as 40 this time (or whatever stage you need it to be), and use the same getisid as the first branch (the NPC you're talking to). Here is a screenshot from a quest I've made's dialogue views tab. EDIT2: If you want options for the player to say, for example if the NPC asks them a question and you want to put 2 options for the player to reply. Make both topics, fill out what you want the player/NPC to say. Then, drag the arrow from the "question" box to the first answer you want displayed, and then repeat that to the 2nd box. The end result will look something like this: That can be seen here. The NPC Corvo is explaining some of the lore behind the mod (left topic). The player has the option to tell him to go on, where he describes the lore in full, or to skip the lore and go directly to the point. If you drag the arrow to the bottom box first, then when the dialogue is happening in-game, that bottom box will be the first option for the player to choose. So always drag the arrow to the FIRST option you want to appear in the dialogue. I want the top option (to continue lore) to be the first option for the player in the dialogue. So I drag the arrow from the left box to the top right box first. THEN I drag the arrow from the left box to the bottom right box.
  5. I WAS going to do AI package, but my understanding of that is it would make him unequip his shield/2h sword, which I didn't want. I use AI packages on other NPCs, but they're also different. I know there's more than 1 NPC, but the only thing coming to mind right now is a boss that uses an AI package to summon a mini-boss during a scene. But he's a magic-based NPC and doesn't have gear to remove in order to equip the spell for the animation. If there was a cool animation for the 2h version to hold his sword in 1 hand then cast and go back to normal 2h anims, or the other variation to do the animation while still holding his shield, that'd be perfection, but if there's one thing I know for a fact I can't do, it's making new animations lol. The way it is currently, I don't think it looks bad or anything. If it was any spell other than a summon, I probably wouldn't like it, for example, if a fireball just flew out of him instead of being cast, that would probably bother me. But just being a summon, with no projectile or anything, it looks pretty cool for the summonfx to play while he's unsheathing his sword, in my opinion at least lol. I haven't even gotten around to testing the first one yet, started making my merchant NPCs and wanted to get that finished first lol. But a 2nd failsafe couldn't possibly hurt, I'll add this in :)
  6. Wow that's a lot of stuff I never knew lmao. It looks like the very last script is probably what I need. I was thinking there might be some kinda hardcoded thing that hits the state==1 when entering and leaving combat or something (thus the reason i thought it might be unfixable). But either way the last script should prevent it from summoning again when sheathing his sword, at least from my understanding. I will get this implemented and tested this evening :smile: Not that it needs tested lol... Everything you've helped me with so far has worked FLAWLESSLY. Thank you so much, I really, really appreciate all the help!
  7. I'm working on a mod that will add many new daedra summons, along with a lot of other spells. As for the daedra summon spells, I want them to be sold by an NPC, but only a portion of the spells are available at first. I think it'd work if I used a quest alias for each tome, and then at the stage I want, add some of them into the merchant's chest. But that's A LOT..... This isn't just 1 or 2 spell tomes, it's a pretty big number (less than 50, don't get excited). but it's more aliases than I care to make..... So I'm hoping someone can tell me a different way to do this easily (I'm not the most advanced modder lol) I have very, very little experience with merchants. I'm going to have to go look how to set up the chest/factions after I post this so I can create the merchant lol. And every merchant I've ever made, just has a specific stock, not a growing stock like I'm trying to achieve now. The quest works like this: Initially, novice & apprentice summoning spells are available in the shop. This is "Group A". After a certain stage of the quest, I want to add another handful of spell tomes to the merchant's shop, making both Group A & Group B available for the player to buy. After a later stage in the quest, I want to add yet more spell tomes to the merchant's shop, Group C. I want the merchant to now be selling Group A, Group B & Group C spell tomes. EDIT: I should have looked at the merchant guide first. Looking at that, I think instead of quest aliases, I can just create 3 different chests and 3 different factions. 1 chest with Group A tomes. 1 chest with Group A & B tomes. 1 chest with Group A, B & C tomes. 1 merchant faction with the sale chest being Group A chest. 1 merchant faction with the sale chest being Group A&B chest. 1 merchant faction with the sale chest being Group ABC chest. And the quest stages just add/remove the merchant factions from the NPC to change which chest the stock is coming from. To whoever sees this: If this is a really crappy way to do it, let me know, and I'll go back to it and implement something better. :)
  8. It's all set up and working!! There's only 1 issue, and I'm not sure if it's fixable, as the script seems correct to me. I opted for a script instead of ai package to force the xivkyn lord to cast the summon when entering combat, as it's a voice power anyway and wouldn't use the typical cast animations; the Lord variants use either sword+shield or 2h sword, so no room to equip spells to hands so I made it's unique summon spell into a voice power instead of spell. I think it looks pretty cool, just as he's pulling out his weapon, the summonFX appears nearby. However, he casts the spell twice. Both at the start of combat AND at the end of combat. He re-summons the NPCs as he's sheathing his sword after his target is dead. Here's the script I have on the Xivkyn Lord to make him cast the spell: Event OnCombatStateChanged(Actor akTarget, int aeCombatState) if (aeCombatState == 1) EquipSpell(SummonSpell,2) DoCombatSpellApply(SummonSpell, self) EndIf EndEvent
  9. That sounds doable. Thank you again! Just got home, need to figure out dinner, then I'll get it implemented :)
  10. I'm busy this morning and won't be able to test this myself. I will when I get the time, but I thought if I posted here, I might be able to get some insight before I get the chance. For a master level conjuration spell, the player will summon a Xivkyn Lord. I want that Xivkyn Lord to summon TWO of it's own, much weaker followers. Do NPCs have a summon limit? Can I use the vanilla conjuration perk on an NPC to raise their limit? And lastly, is the correct way to make a single spell summon 2 NPCs by making a normal summon spell for 1 npc, and attaching a script onto the magic effect that tells it to cast the 2nd NPCs summon spell like this? NPC#1 Summon spell MGEF Script: Event OnEffectStart(akcaster, aktarget) NPC#2SummonSpell.Cast(akcaster, akcaster) EndEventOr is there a better way to go about it? EDIT: Actually, if NPCs do not have a limit OR if the perk works on NPCs, couldn't I just put NPC1 magic effect AND NPC2 magic effect on the same spell to make it summon both?
  11. Oh, I know that part. I just don't know if an NPC gains the undead keyword when they're reanimated or not. Would If (TargetActor.IsCommandedActor()==True) && (TargetActor.haskeyword(actortypeundead))work for reanimated NPCs as well? When I was planning on doing it before, I planned to just check if the NPC had ANY of the reanimation magic effects running, but if they're already flagged as undead when they become reanimated, then that would just be redundant for me to do. If it does NOT flag reanimated npc's as undead, I think I would have to do something like: EVENT OnEffectStart(Actor akTarget, Actor akCaster) If (TargetActor.IsCommandedActor()==True) && (TargetActor.haskeyword(actortypeundead)) ;do stuff here elseif targetactor.hasmagiceffect(vanillareanimatespell01) ;do same stuff elseif targetactor.hasmagiceffect(vanillareanimatespell02) ;do same stuff elseif targetactor.hasmagiceffect(vanillareanimatespell03) ;do same stuff elseif targetactor.hasmagiceffect(vanillareanimatespell04) ;do same stuff elseif targetactor.hasmagiceffect(vanillareanimatespell05) ;do same stuff
  12. So if that'll work, would the condition on the Magic effect "isCommandedActor" work? I saw that when I was looking through conditions trying to find something for this, but I thought that would be for a follower that you're currently "commanding" to do something. (i can't remember what it's actually called, I THINK it's command? When you have a follower and tell them you need them to do something in their dialogue, I've just never actually used it in-game, except by accident lol) Also, thank you very much! That's much more within my ability to do lol. EDIT: I also noticed that you said "or resurrect an actor"... Does that mean this is all I need for reanimated NPCs too? Or do I still need to check if the NPC has any of the Reanimate spell effects? Are reanimated NPCs considered undead? Originally I was looking for conditions to put into the magic effect, I was looking for "Isundead AND summoned OR reanimated" But I resorted to script because I couldn't find a condition for summoned or reanimated. So IF isCommandedActor includes reanimated NPCs, I need to know if they're marked as undead when reanimated, if not, then a condition of "isUndead AND isCommandedActor" would make it not work on reanimated NPCs, but I can just use a script instead. You've both already helped so much, I won't expect an answer to this one :P If you do answer, amazing <3, but if not, no problem, I'll find out when I get to the testing/fixing my broken crap phase lol
  13. Oh wow, that message is scary lol. That's mostly stuff I've never worked with, I don't remember how I did it now, but I did make a mod that had weapons where power attacks cast spells through a quest that did it through aliases and arrays. lol. So what you're talking about might be a bit above my level of experience. I'll take some time to check out the respective pages on the CK wiki later on tonight and see if it's something I think can wrap my head around. Even if I can't though, thank you for the help! :)
  14. Hope I'm not starting to clutter up the forum with all my silly questions lately lol Along with the other magic spells I've had questions about, I'm also making a few Hemomancy spells that cost HP instead of magicka. I've done this in the past by script, causing a specific amount of damage when the spell is cast and making the spell cost 0 magicka. I was just wondering if perhaps it would be better to set up a secondary spell that does health damage targeted at self that is cast by the hemomancy spell being used. Or maybe there's an even better way to go about it that someone could suggest? Edit: Doing research, I discovered there's a vanilla spell that I either didn't know about or forgot about that costs HP and refills MP (was actually one of the spells I planned to make, guess I don't need to now lol) after dinner I will have a look at that spell and see how it's done, while still open to suggestions, I'll more than likely do it however that spell is done. Edit2: Vanilla spell is Equilibrium for anyone who comes across this looking for info on something similar. EDIT3: For those looking to do something similar. Equilibrium is a great start point for anything that is concentrated or fire/forget self. Which luckily, most of my blood spells were. HOWEVER, I did have a few that I had to script instead. If it's a fire/forget aimed, you'll need to add a script on effectstart to cast a damaging spell on caster. OR, probably the lazier way is to just make a script on effectstart, akcaster.damageav("health", #). However, that will always be a solid number. If you make the script cast a spell at caster instead, you can scale the damage depending on whatever you want through the 2nd spell. The lazy way is the way I did it in the past, for everything, even self spells. But these days I feel that's clunky. It still works, it's "good enough", but personally, I'd suggest going the cast spell @ caster route.
  15. It's not specific NPCs though. I want it to work on vanilla stuff, like any NPC the reanimate spells are used on. Boneman, mistman, all those undead summons. And for compatibility reasons, I refuse to touch any vanilla assets in this mod, so I won't be able to add scripts to the vanilla NPCs. Need a way to identify if any NPC (vanilla or added by other mods) are undead and summoned, or reanimated. For reanimated, I think I can just check if the target NPC has any of the reanimation magic effects running on them, haven't tried it yet to be sure. But still have no idea what to check for to see if they're a summoned NPC or not, if there even is anything like that.
  16. I was hoping not to reveal too much but I guess this specific forum is filled more with modders than players... It's not actually all summoned NPCs, it's only undead + summoned or reanimated. A spell that the player casts on summoned/reanimated undead to instantly kill the NPC and refill a % of the player's HP. Right now though, it works on any and all undead NPCs, which isn't good. lol If it's something I just can't do/can't figure out, I plan to change it so that the player can cast the spell on an actual dead npc, that's something I already know how to do, but that feels more like cannibalism than necromancy to me.
  17. I'm trying to make a spell that only works on summoned NPCs. I have everything figured out, except how to check if the NPC is a summoned NPC or not. I can't seem to find any unique keywords or factions on vanilla summoned NPCs, I'm not sure if there even is anything unique I can check for, but there should be SOMETHING. I checked out the banish spells, I thought they only worked on summoned daedra, but apparently they work on ANY daedra so that didn't help any. I appreciate any input. Edit: Just to clarify. I've got a scripted spell. I've got it fully set up to do what I want it to do to summoned NPCs. I just need some kinda "If Target.HasKeyword(SummonedCreature)" type of thing, but there appears to be no keyword specifically for summoned creatures, so I guess it'll have to be something else.... Just no idea what.
  18. I'm working on some spells to summon different NPCs. Some NPCs have a male and female version. Or a melee version, magic version and a bow version. Like, a "summon dremora" spell that has an equal chance of summoning my male melee, magic or bow dremora NPC or summoning my female melee, magic or bow dremora npc. (Just randomly pick 1 out of the 6 and summon it like a normal summoning spell) I really have no idea how to go about that, But I don't want to clutter up the game with 500 different summoning spells, so I thought I'd ask here for help fixing it up somehow.
  19. Oh, that's all more advanced than anything I've done. I've only written a script that required SKSE one time ever lol. I don't mean to copy Molag Bal's enchantment, I just wanna give the player the same effect. I want it to STACK with enchantments I think Molag's mace does like 10 points of magicka dmg and 10 points of stamina damage per attack or something along those lines. So I just need to make all of the player's attacks do 10 points of magicka/stamina damage per attack for 8 hours. If the player is using molag's mace, then my blessing will literally DOUBLE the effect, because the mace does 10 mag/stam damage and the blessing does 10 mag/stam damage, causing 20 mag/stam damage total. I had completely forgotten about the perk system. I think you're right on that being the best way to do it. After reading your message, I loaded up my Dark Haven mod and had a look at stuff again. Most of the NPC's that have special effects do indeed have custom perks. That spell being called on the script that I've been talking about might not even do what I was thinking it does, as the NPC also has multple custom perks that I didn't notice previously, because "perk" hadn't even entered my mind at all. Thank you very much for the help. I think I can figure out how to make it from here by looking at my older mods. I greatly appreciate the help :smile: EDIT: My god..... Not only can I figure out how to do it by looking at my perks in Dark Haven..... There's literally already perks that do exactly what I'm trying to achieve. lmao. The perks are added by the armor and only when the full set is worn. But 1 armor set causes the wearer to do stamina damage, so I literally had everything I needed right here in front of me, but would have NEVER found it if you hadn't mentioned perks. So thank you again!
  20. Basically, I'm trying to make a blessing that will give the player the effects of Molag Bal's Mace for 8 hours no matter what weapon is being used. I don't have ck open atm so I can't say how many points of stamina/magicka damage that would be, but with the blessing on, if the player punches or uses a weapon against an NPC, it won't only damage their hp but stamina and magicka as well. For the NPC I made in a different mod that has a similar effect: He has an ABspell. Magic effect is constant, self and has a script. The script property points towards a damage magicka on contact spell, but I haven't modded in over a year and no longer have the source script, so I don't remember what the script says and can't access the source to re-create it. So I figure for this blessing I need an 8 hour duration spell, magic effect constant, self, script. Script pointing to an on contact dmg stamina and an on contact dmg magicka spells; I just need some help re-learning where to even start on the script lol. I wasn't good at scripting even when I was modding before, so naturally it's the bit that's taking time to re-learn. EDIT: I spent some time on the CK wiki yesterday, and I'm wondering if it was as simple as a "DmgMagickaSpell.cast()" but I'm not entirely sure what event I'd use for attacks. OnHit maybe? If that's even a real event? lol. Some parts of modding just came straight back to me - Events, syntax and all that crap I'm having to look up every single thing I'm trying to do cuz I just can't remember lol.
  21. I'm now working on a blessing spell; similar to the other blessings, lasts 8 hours, cures disease, etc. But, instead of a boost to hp or something, I want the blessing to give the player's attacks magicka/stamina damage for the 8 hour period. The issue is that I don't remember how to make it work correctly. I've got other mods that do something somewhat similar, but I no longer have the source scripts to see how the hell I did it lol. In fact, a boss in one of my mods has an ab effect that's constant and gives him magicka dmg... But again, I don't have the source script anymore, so I can't look at the source of the script I have on his AB spell effect. I'm pretty sure it will require a script, as if I just put damage stamina/magicka on the blessing spell, that would damage the player's mag/stam when obtaining the blessing as opposed to giving the player a stamina/magicka dmg buff. Any help is highly appreciated!
  22. I'm working on a mod that adds a unique plant that I want to give 10 of a single item. I figure I could use a script with an onactivate event, but I have no idea how to write a script to check and only give the items if the ingredient has respawned and is harvestable again, so I'm hoping someone can give me a more simple way to just add 10 of the ingredient when the specific plant is harvested instead of the default 1 item. If there's no other way, could someone fill me in on how to set up a script so it only works when the ingredients on a plant are available? EDIT: Found a script called DefaultFakeHarvestableScript in CK. For anyone else trying to do the same thing, make your plant an activator instead of a tree, copy the body of that entire script into a new script, and change "1" in the line: (akActivator as actor).addItem(IngredientHarvested, 1, true)to however many ingredients you want to add, in the properties you can manually set the respawn time and etc. EDIT2: Hearthfires adds plants that give multiple harvests through a misc item/script as well, slightly easier than scripting a fake plant activator, but I already have the script for activator, so I won't bother looking into detail how the BYOH plants work
×
×
  • Create New...