Noober1 Posted August 10, 2013 Posted August 10, 2013 Hello, i recently started modding with the creation kit not long ago and have picked up the gist of the program fairly easy, however when it comes to actual scripting...I'm a complete noob (as my name suggests) =( What I'm trying to do is make it so a character automatically knows a shout and all the words to it, as well as them being unlocked, when they start a fresh game and that depending on what RACE they are will determine which of shout will be applied to them when they start up. Is this possible? Hopefully, yes. I've searched all over the web but there Isn't a whole lot of valuable information on scripting shouts and the Creation Kit online tutorials are less than helpful since most of the links you click on are so vague in description (that is if there even IS a description) Thanks in advance!!
hidconsp Posted August 13, 2013 Posted August 13, 2013 If you want something to be automatically added, like spell, item, or shout, the best way is to use quest. Create a quest, tick "Start Game Enabled" and "Run Once", make a stage 0 and objective 0. Use SetObjectiveDisplayed(0) at Papyrus fragment of stage 0. This will start the quest at first load after your mod's installed. Below SetObjectiveDisplayed, use the functions you want. I've never done something with shouts, but I suspect what you need would be "addShouts" in actor script, and "teachWord" in game script.
Noober1 Posted August 13, 2013 Author Posted August 13, 2013 Awesome...everything works good. But im having issues the last line.... "addShouts" goes into the papyrus script located in my actor, or the 'player', under the actors tab? where would "teachWord" go? where is the 'game script'
IsharaMeradin Posted August 13, 2013 Posted August 13, 2013 (edited) Some confusion on the other person's last line. AddShout is native to the Actor Script while TeachWord is native to the Game script. If I read the description pages correctly... Scriptname SomeScript Extends Quest ;put this in the scripts tab of the dummy quest Actor Property PlayerRef Auto ;auto-fill Shout Property SomeShout Auto ;assign a shout WordOfPower Property SomeShoutsWords Auto ;assign associated words of power Event OnInit() ;this event runs when the game is first started and when the quest is started. If PlayerRef.AddShout(SomeShout) Game.TeachWord(SomeShoutsWords) EndIf EndEventDo note that I've not worked with shouts before. So take it with a grain of salt.... Edited August 13, 2013 by IsharaMeradin
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