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lusikas

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  1. Thanks a lot to both of you, everything works perfectly now. I'm seeing a lot of potential for fun ways to utilize this.
  2. I'm not very good at explaining the issue so please do bear with me here. Your example script there would be an object script that'd need to be attached directly to specific NPCs in the Construction Set. That's exactly what I want to avoid doing. Let's say the player has a spell that you can use on ANY NPC you want to, and whoever it hits is put in a state where activating displays the message box instead of dialogue. Is this possible? I tried using an event handler and it did play the script but unfortunately it didn't block the dialogue.
  3. I seem to have run into a wall while making my mod and would appreciate some help. An NPC with an OnActivate block in their script starts that block instead of a conversation when activated. Is there any way to replicate that effect without having to add the script to specific NPCs in the Construction Set? I'd like it to be tied to a token (item, spell, doesn't matter) that I could add to or remove from any NPCs during gameplay.
  4. I tried looking around the files but couldn't figure out how exactly the change of vampire visuals works. It appears to be quite hardcoded so my question is whether this is even possible and if so what would be the best way of handling it. What I'd like to do is make it so that 100% vampires have more monstrous eyes with dark sclera while other vampires merely have red pupils.
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