darkwolf0218 Posted January 4 Share Posted January 4 I know I've managed this in the past, but Skyrim keeps reinstalling my mods at random and the scripts get lost whenever it does, and I can never remember them. I'm trying to make it so a specific world object has specific effects when touched/approached/consumed. For example, I want to make it so the cart in Riverwood casts a fire spell on an interval, or so the gate in Helgen casts Unrelenting Force when you open it. I know this works with monoliths, as I've scripted one to fire the Paralyze spell before, but I can't figure out how to repeat that. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 4 Share Posted January 4 If the object itself does not have a place to attach a script on its reference record (i.e. the pre-placed instance in the render window), you may need to wrap the object with an invisible activator or trigger volume box and apply the script to there. And for compatibility reasons, you may still wish to wrap the object with an invisible activator or trigger volume box. Which you use depends on how to want initiate the FX. Link to comment Share on other sites More sharing options...
darkwolf0218 Posted January 4 Author Share Posted January 4 The objects can, for the most part, take scripts as they are, but the scripts don't do anything, e.g., attaching a script to a gate to fire Unrelenting Force when interacted with doesn't make it do so. If use an invisible actor such as a lever or a button, I get an option to interact with the object, but it will not activate automatically when approached. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 4 Share Posted January 4 If the script is not firing when an object is interacted with, it may be that the event you used to trigger the FX is not the correct event. If you post the code you are using and state the object you are attaching it to, it should be possible to determine if you are using the correct event. Have you looked at how some of the traps that cast spells in the game are set up? There could be some ideas there to work with. Link to comment Share on other sites More sharing options...
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