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Own mod wont work with enything else than oblivion.esm


FreezedOil

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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 )

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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

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ScriptName SummonRatSCR

 

;This script can be used as a template for custom summoned creatures/NPC's

 

float timer

float fade

short playonce

ref 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

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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.

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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?

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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.

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