FreezedOil Posted July 23, 2009 Share Posted July 23, 2009 I followed this tutorial : http://cs.elderscrolls.com/constwiki/index...moned_Creatures and made a summon troll spell, but it wont work with anything, i mean i disabled all my mods and it did not work then i disabled SI and knights of the nine, and now it works...but why? :wallbash: Is there some thing i can change in the script or something? ( if you thought the tittle was bad, sorry i'm norwegian and could not come up with anything else ) Link to comment Share on other sites More sharing options...
jefe323 Posted July 23, 2009 Share Posted July 23, 2009 I followed this tutorial : http://cs.elderscrolls.com/constwiki/index...moned_Creatures and made a summon troll spell, but it wont work with anything, i mean i disabled all my mods and it did not work then i disabled SI and knights of the nine, and now it works...but why? :wallbash: Is there some thing i can change in the script or something? ( if you thought the tittle was bad, sorry i'm norwegian and could not come up with anything else ) Could you post the script? It would help with the debugging process Link to comment Share on other sites More sharing options...
FreezedOil Posted July 24, 2009 Author Share Posted July 24, 2009 ScriptName SummonRatSCR ;This script can be used as a template for custom summoned creatures/NPC's float timerfloat fadeshort playonceref SUMN Begin ScriptEffectStart ;Set temp reference for scripting. ;Allows faster transition of script as template. Also allows for leveled summon. set SUMN to SummonRat1REF ;Reset our creature if re-summoned before time runs out on spell SUMN.disable ;Now we move our creature to the Player ;Move the creature reference to the worldspace of the Player SUMN.moveto Player 30 30 10 ;Make our creature visible and active SUMN.enable set fade to 1 ;Resets the alpha fade variable to 1 End Begin ScriptEffectUpdate if timer > 300 ;Creature is dead and fade timer passed ;Move our creature back to it's holding cell SUMN.kill SUMN.moveto CreatureCageREF 0 0 10 ;Reset our creature if dead SUMN.resurrect ;Set our creature to an unprocessed state SUMN.disable endif ;Adjust timer state for early fade/disable upon death if SUMN.getdead && timer < 28 set timer to 28 endif if timer > 0.1 && playonce == 0 ;Play effect for creature entrance SUMN.pms effectSummonMythicDawn 1 set playonce to 1 endif ;Increment timer set timer to timer + ScriptEffectElapsedSeconds if timer > 28 && playonce == 1 ;Play effect for creature exit/death SUMN.kill set playonce to 2 endif if playonce == 2 ;Fade creature for exit/death set fade to fade - 0.03 SUMN.saa fade endif End Begin ScriptEffectFinish ;Move our creature back to it's holding cell SUMN.moveto CreatureCageREF 0 0 10 ;Reset our creature if dead SUMN.resurrect ;Set our creature to an unprocessed state SUMN.disable End thanks for any help i get Link to comment Share on other sites More sharing options...
BadPrenup Posted July 24, 2009 Share Posted July 24, 2009 yeah it can be used as a default template but we need your script to make sure you didn't do anything wrong. Not the template but your script Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 24, 2009 Share Posted July 24, 2009 Can you explain exactly what it is that isn't working? If the mod is crashing on load, it is likely due to other changes which are part of that mod, such as changes to cells, npcs, creatures. If it is the script which is not working, you should make sure that you have changed the generic names, like CreatureREF to names which are specific to only your mod. If you use generic names, there is a likelihood of conflicts which would prevent things from working. Link to comment Share on other sites More sharing options...
FreezedOil Posted July 24, 2009 Author Share Posted July 24, 2009 It wont show in game ( the spell ) and if you type addspell in console, it says something about script compile or something ( if i remember right it's in the first line or something) and no npc want to sell that spell... what you mean template sorry.. where can i find the script? Link to comment Share on other sites More sharing options...
jefe323 Posted July 24, 2009 Share Posted July 24, 2009 it says something about script compile or something ( if i remember right it's in the first line or something) That sounds like oblivion does not recogize the spell name. Make sure you spelled it right and/or the mod has been activated in your data menu. Link to comment Share on other sites More sharing options...
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