RomanR Posted April 15, 2023 Share Posted April 15, 2023 (edited) It looks like you defined your own marker, which is using only XMarker's nif file. This way it won't do. Your marker reference must retain XMarker (or XMarkerHeading) Base Object defined in its "Base Object" field. Changing reference's editor ID is easy. As you place your base object into cell it will become reference with same ID as base object has. To change it find your newly added reference in Cell View window, select it by clicking on it within list of "{eID of your cell} Objects" window. Once is selected, right click on it again and in context menu which will appear select "Edit". Edit window appears and as newly added object you will see "Reference Editor ID" field empty. Fill it to your liking and with selecting "OK" button you're done. Edited April 15, 2023 by RomanR Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted April 15, 2023 Share Posted April 15, 2023 And apply this same cell reference in your script. Link to comment Share on other sites More sharing options...
BlueSteelRanger Posted April 15, 2023 Author Share Posted April 15, 2023 Oh, I see. Hrm... I'll try that again tomorrow when I resume working on it. :)Thanks again, y'all! I'll respond back here to relay if I effed up or not, LOL! Link to comment Share on other sites More sharing options...
BlueSteelRanger Posted April 18, 2023 Author Share Posted April 18, 2023 Update: Hmm. The Xmarker issue is now fixed. It's not visible in-game any longer, which is good. But the spell still doesn't take. I wonder, should I change the script's property? It's marked as a Magic Effect right now. Does that bit need changing? Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted April 19, 2023 Share Posted April 19, 2023 How is your script? If you want to create a teleport spell you need to set your script as Magic, obviously. Link to comment Share on other sites More sharing options...
BlueSteelRanger Posted April 20, 2023 Author Share Posted April 20, 2023 Okay, I thought as much. I double checked just to be safe. Sometimes these things are small, stupid things any modder can overlook. It's a Magic Effect script, yes. So I don't quite understand why the spell won't take. I have three others that work perfectly.Unless I've got to use the technique apparently involving "Marker rats"? The teleport script looks like this. I used your example script, simply took out the In Combat part:"ScriptName BSRTeleportHomeScriptBegin ScriptEffectStart player.moveto BSRMarkerteleportHomeRefEnd" Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted April 20, 2023 Share Posted April 20, 2023 Did you give your marker the BSRMarkerteleportHomeRef cell reference? What happens if you add try this: ScriptName BSRTeleportHomeScriptBegin ScriptEffectStart player.moveto BSRMarkerteleportHomeRefEndifEnd Link to comment Share on other sites More sharing options...
BlueSteelRanger Posted April 20, 2023 Author Share Posted April 20, 2023 Yep. Let's see what happens. Haha, doing this sh# while on the forum. Real-ish time. I know, bad joke. Link to comment Share on other sites More sharing options...
BlueSteelRanger Posted April 20, 2023 Author Share Posted April 20, 2023 Update: I gave that a try...and nothing. I even tried using the spell's FormID. The fully numbered ID you'd console-command in-game. It wasn't even recognised. I'm thoroughly confused. Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted April 20, 2023 Share Posted April 20, 2023 Did you give your marker the cell reference in your script? Link to comment Share on other sites More sharing options...
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