kwoodard65 Posted April 25 Share Posted April 25 As I stated earlier, I have not modded in years but want to troubleshoot my Mod for my daughter's playing expenses. Okay my Mod is finally more or less green and appears clean under TES4Edit. However, I was editing a container chest today only to confirm I could not add a spell. I can add a weapon but not a spell. Does anyone here have any ideas? Link to comment Share on other sites More sharing options...
GamerRick Posted April 25 Share Posted April 25 You would need to add the book that teaches the spell, not the spell itself. Link to comment Share on other sites More sharing options...
kwoodard65 Posted April 25 Author Share Posted April 25 Fascinating Link to comment Share on other sites More sharing options...
kwoodard65 Posted April 25 Author Share Posted April 25 Okay, is a spell book like a container? Do you have an example? I know in the game you find a spell scroll. Link to comment Share on other sites More sharing options...
kwoodard65 Posted April 25 Author Share Posted April 25 I think I found a leveled spell book but wanted a spell book for a certain spell like a scroll. Link to comment Share on other sites More sharing options...
Vagrant0 Posted April 25 Share Posted April 25 It has been a very long time for me, but if memory serves, spell books in Oblivion are handled differently than Skyrim. Normally, spells are only obtained through scripted events, like Finger of the Mountain, or an NPC training the player, or the player crafting the spell. Basically, the easiest way with modding is to just write a basic script which adds the spell to the player Onactivate. What the object looks like really doesn't matter, but the nice things about using a book is that the default activate option will let you read the book so that you can do your own little creative touches, like spell description, a journal entry of a previous user of the spell, ect. Sadly the wiki is down so I can't help with the scripting, but you should be able to piece something together by looking at the Finger of the Mountain event script. Some useful pages. https://cs.uesp.net/wiki/OnActivate https://cs.uesp.net/wiki/AddSpell https://cs.uesp.net/wiki/Activate Link to comment Share on other sites More sharing options...
AndalayBay Posted April 25 Share Posted April 25 @kwoodard65 if you have the Spell Tomes DLC, you'll find all kinds of examples of books adding spells to the player. Then you put your books in the container. Link to comment Share on other sites More sharing options...
RomanR Posted April 25 Share Posted April 25 (edited) Yes, books in Oblivion can only teach skills by default, but you can assign script to a book to add a spell of your choice. The simplest one would be like this: scn RomRBookTeachSpell ;if book was activated in a world begin OnActivate if GetActionRef == player player.AddSpell MySpell Activate else Activate endif end ;activated in inventory begin OnEquip player player.AddSpell MySpell end With OBSE you can add condition using HasSpell function to not try to add a spell every time, but it will work without it too. Edited April 25 by RomanR typos 1 Link to comment Share on other sites More sharing options...
kwoodard65 Posted April 26 Author Share Posted April 26 Everyone here is like a family, much thanks! Link to comment Share on other sites More sharing options...
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