Whenever the NPCs see me, for example in the Bannered Mare, they get up from their chairs or beds and duck. Then they sit back down for a second and get up and duck. People in the street duck in my presence as well. I've removed all the mods and it still happens, even when starting a new character. Is there a console command to revert to default behaviour or something to fix this? It completely ruins immersion when I enter a castle and all the generals suddenly fear for their lives but will hold a conversation fine.
It looks like the skeletonscript summons them at the player's position. The creatures I want summoned are on a target pointed to. It is still useful to learn from though. I've already made the mod (http://skyrim.nexusmods.com/downloads/file.php?id=9004) but adding the spell component is harder than the staff because, as far as I know, there is not an OnEquip equivalent for spells. That's another way I could add it - if I could find a way for the game to tell whether a spell is in-hand. Thanks for your help.
No scripts. Under the Effects of the Spell that the MGEF links to, there are 10 summon creature effects. I was using a script for a staff which didn't have this problem. To make a spell that summons 10 creatures, the scripting is too buggy or undocumented. If I can turn the No Hit Effect on, both the staff and spell can summon multiple creatures at once which seems more convenient that figuring out the script for the spell.
A Magic Effect I have lets you cast 10 entities. If the No Hit Effect box is unchecked, only one summons. I can check it and all 10 summon. But, if it is checked, there is a terrible visual effect on the player whenever he/she casts. Checking it and changing the actual 'visual effect' displayed (to None preferably) changes the performance of the whole spell - nothing is summoned. I thought this was supposed to be just a visual effect? Is there a way to find where the attributes of these effects are so I can make my own blank one off the template of the one that works?
I see what you mean but I thought a one-event script was simple enough. It might help to know in the future for setting quest stages and there was another user around looking to find out how to do this as well.
I attach this to a book, one time through the reference in the render window and the other time on the object itself. Nothing happens when I open the book. I've put different commands in there to test it (give gold etc) but nothing happens. It compiles successfully. Why is this? Scriptname tinyangrytrollsscript2 extends ObjectReference
Book property Book0ArtOfTrolling auto
Spell property SpellSummonMiniTrolls auto
Event OnRead()
if Game.GetPlayer().HasSpell(SpellSummonMiniTrolls) == false
Game.GetPlayer().AddSpell(SpellSummonMiniTrolls)
endif
EndEvent
I'm not sure how to do that particular one but you search among the scripts already in the game there should be examples of similar things you are trying to do.
Couldn't you just duplicate the bow item, replace the model and sound effects, lower the draw time to the rate of fire (semi-auto), duplicate an arrow item, replace it as a bullet model, lessen its arc and adjust its speed?
That's correct, but I also want to be able to modify it to other things easily such as 'disable' or 'unlock'. It's a weapon of action. What I'm looking for is a place to put the code - shouldn't it just be 'OnHit, player.placeatme x'?
In the creation kit I've made a two-handed weapon but I can't figure out how to get it to do a console command on the target it hits. Upon hitting an enemy, I want to do a simple player.placeatme x. How can I do this?