Jump to content

Muralin

Members
  • Posts

    8
  • Joined

  • Last visited

Everything posted by Muralin

  1. Hi everyone, i'm trying to solve a little problem: I have a quest where an npc is escorting the player character from Cheydinhal to Bruma. On the walk there, there is supposed to be a point where the stage updates and the npc starts a conversation with the player (happens right before the Roxey Inn halfway between the two towns). I thought using a simple trig zone on the road with a script would do the trick for changing the quest stage: Scriptname TrigZone01Script Begin OnTrigger player if ( Getstage AAAQuest == 10 ) if ( NPCRef.GetDistance Player < 500 ) NPCRef.StartConversation Player setstage AAAQuest 20 endifendif End I have tried that and other variations, but it doesn't trigger the new stage at all. I have used a similar trigger zone script in an interior for a different quest with success, so my assumption is that trigger zones don't work in the exterior world? (My guess) So I was wondering if there is a script I can make where it will trigger stage 20 when I get to a certain spot outside of the Roxey Inn. Any help is appreciated, thanks.
  2. Vagrant0, in the quest the actor will be around the player when they use their spell. An example is like in the Rhianna Companion mod she is able to use a return home spell where she casts it and is teleported to her home marker. The example of Rhianna is something of what I want except that I want my companion mod to cast a unique spell that will show every time she teleports ( CrysellaRef.pms CrysellaHolyEffect 1 ), it looks really cool. Also, is there a way to make an option to always teleport, and not during specific quest stages? And is it possible to add your own spell effect when companion teleports (like a burst of light comes out of the companion then they teleport) or is that impossible? Thx for the advice, nice to know people can help with these complicated scripts.
  3. I am trying to make my companion teleport to the IC Marker District after completing a stage of the companions quest, the script I made is: ScriptName CrysellaMain01GrandTeleportSpell ref CrysellaToucher short doState float CrysellaZ Begin ScriptEffectStart set doState to 0 if (CrysellaRef.GetItemCount Torch02 > 0) CrysellaRef.RemoveItem Torch02 1 endif End Begin ScriptEffectUpdate if doState == 0 CrysellaRef.MoveTo ICMarketDistrictCenter CrysellaToucher.moveto CrysellaRef set CrysellaZ to CrysellaRef.getpos Z CrysellaToucher.setpos z CrysellaZ CrysellaRef.pms CrysellaHolyEffect 1 endif set doState to 1 endif endif End Begin ScriptEffectFinish CrysellaRef.RemoveScriptPackage End I'm not sure what I did wrong and any suggestion would be appreciated, if I can manage to do this, this is going to be a great companion mod! :biggrin:
  4. If anyone can help that would be great. I have a problem getting an NPC to cast a teleport spell on themselves. Is there any scripting command to make the NPC forcibly cast a spell on themself after a certian stage? Thx to everyone in advance.
  5. Are you using the Japanese 6.2 ver? Or the 5.0? Anyways, all you need to do is drag everything (minus readme) into your data folder. It doesn't really matter what language the readme is using. I tried to use the 6.2 version but it has a wierd installer that requires some older version of the mod, like an update, however it wont work for 5.0, I guess because it is too old or in English.
  6. Thx for finding the 5.0 version, though the 6.2 is the really good one. I was able to download it, but I cant understand how to install it because it is all in a different language.
  7. Does anyone still have 1st alchemy companion Julienne (especially version 6.2) This mod was an amazing companion mod and it would be great if someone could put this mod back on sites.
  8. does anyone have the 6.2 version of 1st alchemist companion Julienne that they are willing to e-mail, it is really an amazing companion mod. :smile:
×
×
  • Create New...