MercerMeka Posted September 12, 2021 Author Share Posted September 12, 2021 (edited) I've been busy and struggling a bit to get this mod finished so I forgot to say thank you for the last script you made. Thanks heaps for helping me out, RomanR. The script is brilliant. Edited September 12, 2021 by MercerMeka Link to comment Share on other sites More sharing options...
RomanR Posted September 12, 2021 Share Posted September 12, 2021 Are these extra abilities scripted ? For this, you must set their type to Magic Effect. They also use different begin blocks - ScriptEffectStart, ScriptEffectUpdate and ScriptEffectFinish. See for example AtronachFlame ability, how it looks like. Link to comment Share on other sites More sharing options...
MercerMeka Posted September 12, 2021 Author Share Posted September 12, 2021 No, they are normal abilities. It seems the scripts (in general) doesn't like it if you type in an ability ID that doesn't yet exist. If you then create the ability the script should start to work, but it doesn't.I need to remake all 35 shields each with 2 abilities and 1 script. It's the only way I can get the last script to work and most of the shields are going to be using that script. Link to comment Share on other sites More sharing options...
RomanR Posted September 12, 2021 Share Posted September 12, 2021 If you type non existent ID, then yes, these lines will not be compiled resulting in non-working script. But didn't you received error message ? You can select to ignore this, but this will be a result. Personally I comment these lines, until I finish all objects. You can also try to recompile them later by selecting Save. Link to comment Share on other sites More sharing options...
MercerMeka Posted September 15, 2021 Author Share Posted September 15, 2021 If you type non existent ID, then yes, these lines will not be compiled resulting in non-working script. But didn't you received error message ? You can select to ignore this, but this will be a result. Personally I comment these lines, until I finish all objects. You can also try to recompile them later by selecting Save.I didn't get errors. Anyway I'm always done with the shields and happy that everything works this time. There is one thing that I can't get to work: Using the vendor scripts you've provided on my new NPCs. They work for vanilla NPCs smiths but my newly created NPCs won't get the shield added to the new container they own. I tried setting the container to persistent and made sure the class of the NPC is MerchSmith. I wonder if GetMerchantContainer only works for vanilla NPCs. There is a SetMerchantContainer OBSE function so maybe that could be used to allow the script to work on new NPCs. Dunno how though. Or maybe I'm missing something really obvious. Any ideas? Link to comment Share on other sites More sharing options...
RomanR Posted September 16, 2021 Share Posted September 16, 2021 The vendor's script can fail only if function GetMerchantContainer returns zero, so it's propably matter of definition of your added sellers? As you placed them in your places, did you also defined and placed his merchant container? And is this container present under Merchant Container tab? Link to comment Share on other sites More sharing options...
MercerMeka Posted September 16, 2021 Author Share Posted September 16, 2021 Man, I never knew about the Merchant Container tab until now. Normally I just set the new container as owned and that does it.Anyway, it works!!Because of this vendor script I've had changed the method of acquiring the shields from a boring method (buy from local smith) to a more interesting one; locate the wealthy person who is the current owner of each shield and buy from them. :D This is what I wanted from the beginning but I didn't know how to mod it.Thanks a lot again, RomanR. Link to comment Share on other sites More sharing options...
MercerMeka Posted September 24, 2021 Author Share Posted September 24, 2021 My mod is done. :DI just wanted to pop by to say thanks again for the help and here is the link if you want to check it out: https://www.nexusmods.com/oblivion/mods/51420 Link to comment Share on other sites More sharing options...
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