EmilioRGarcia Posted November 25, 2021 Share Posted November 25, 2021 (edited) I am not new to making my own mods, but I am new to scripts. I just did the tutorials given by Bethesda, and so...I'm ambitious. What I want to do is to create a script that is linked to an activator (the tool kit on the table). The end goal: spawn a skeletal follower. Details:I want there to be a requirement for the script to go through. If the player has 1 Black Filled Soul Gem, 1 Bone Meal, 1 Void Salts, and 1 Troll Fat, it will disable the skeleton on the table and spawn a new skeletal follower in its place. I already have the actor EmiG_SkeletalCompanion01, so I just need it to appear. Here is my script so far:Scriptname EmiG_MakeSkeleton01DisappearScript extends ObjectReference {Will make the Skeleton disappear.} objectreference property EmiG_skeletoncompanion auto auto state waitingevent onactivate(objectreference akactionref)EmiG_skeletoncompanion.disable()gotostate("done")endeventendstate state done;endstate ingredient property bonemeal autoint property quantity autoactor playerref event onactivate(objectreference akactivator)playerref = game.getplayer()if akactivator == playerrefplayerref.removeitem(bonemeal, quantity)endifendevent So far, I can remove items from the player's inventory, but I want the operation to fail if the player does not have the ingredients. Additionally, I would like the skeleton companion to spawn in the "EmiG_SkeletonCompanion" static skeleton's place. Can anyone help me? Edited November 25, 2021 by EmilioRGarcia Link to comment Share on other sites More sharing options...
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