genesx Posted September 24, 2009 Share Posted September 24, 2009 I messed up for a long time with the CS but without success...I wanted to make a script that made a set of armor pieces appear when I use a specific spell.Something like: I use "Abracadabra" spell and The five pieces of armor appear on me!And, if possible, to make the armor disappear when casting the spell again. I'm not able at all doing this, so I'm asking for your help! :biggrin: Link to comment Share on other sites More sharing options...
grmblf Posted September 24, 2009 Share Posted September 24, 2009 Take a look at this Tutorial on Custom Bound Items, it's not exactly what you're asking for but you might get some interesting info from there. Link to comment Share on other sites More sharing options...
genesx Posted September 25, 2009 Author Share Posted September 25, 2009 That's a very useful tutorial! Now I only need to substitute the ring variable with my custom magic activation!...any clue? Link to comment Share on other sites More sharing options...
grmblf Posted September 25, 2009 Share Posted September 25, 2009 More Tutorials! This one is about making a cast-able spell, the only thing it doesn't cover is making it switchable. Also take a look at the whole Tutorials category on the wiki, there's a lot of stuff there to get started. good luck! Link to comment Share on other sites More sharing options...
genesx Posted September 25, 2009 Author Share Posted September 25, 2009 I'm glad you found those useful tutorials for me, but I've already read them and found nothing of use.What I'm asking for are a few script lines to make the script run when the linked spell is casted, equip the armor and then unequip it. Link to comment Share on other sites More sharing options...
grmblf Posted September 26, 2009 Share Posted September 26, 2009 I see these tutorials don't help you too much so I've made this mod myself. Now you're granted with a lesser power at 0 magicka cost that allows you to summon a complete set of bound armour, including shield for an unlimited amount of time. If you want to mess around with the file it contains 2 different spells, called grmblfAddArmourComp and grmblfRemoveArmourComp, but both call the same script, called grmblfBoundArmourComplete. I've used two different spells to know when to add or remove the items but you won't even notice that simply by playing because they're being replaced mutually as you cast one of them and they have the same name. Don't worry, you won't have both at the same time. It's probably not the best way to do it and sincerely I didn't search for a mod that already does it, I just was curious about that so I've tried to do it myself, so don't blame me if the result is not what you're expecting. As far as I've noticed it has a minor issue: when you cast the spell to get rid of the armour it doesn't auto-equip what you were wearing before the armour. By the moment I have no idea how this could be done. Ohh, I almost forgot. The spell isn't automatically added to you. You must open the console once in-game and type in there:player.addSpell 01000ED3 and if you're lazy with menus but fast at typing then: selectPlayerSpell 01000ED3 Enjoy! Link to comment Share on other sites More sharing options...
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