sarac Posted January 23, 2010 Share Posted January 23, 2010 Ok i made a new spell which summons a new creature, which is also a mount...Anyway...in game when i use the spell i get my creature, and i can mount it...but there are 2 problems!1. He won't follow me around as any other mount or summoned creature.2. When i cast spell again, it won't replace the existing one but it summons additional one...so i have 2 creatures now (or more if i keep casting it)... So can someone give me a script how it really should be?Cheers!! Link to comment Share on other sites More sharing options...
Argomirr Posted January 23, 2010 Share Posted January 23, 2010 It would be easier to help if you post that script. :) Link to comment Share on other sites More sharing options...
David Brasher Posted January 23, 2010 Share Posted January 23, 2010 You aren't using the dreaded PlaceAtMe are you? Savegame bloat is unpleasant. I suspect you have not put the right AI packages on your creatures so they won't follow you. Link to comment Share on other sites More sharing options...
sarac Posted January 23, 2010 Author Share Posted January 23, 2010 I think it goes something like this: scn (ScriptName) begin scripteffectstartplayer.placeatme (TheNameOfCreature) 1,20,1endifendifend EDIT: I did, lol... Link to comment Share on other sites More sharing options...
Pronam Posted January 23, 2010 Share Posted January 23, 2010 You might want to look at this one, Summon creatures tutorial. It's a bit safer to work in that way ;). Link to comment Share on other sites More sharing options...
sarac Posted January 23, 2010 Author Share Posted January 23, 2010 Damn...can someone please post the working script here, i tried making a few new scripts again.But i still get the same problem... :/ Link to comment Share on other sites More sharing options...
Maigrets Posted January 23, 2010 Share Posted January 23, 2010 You can use this script and you won't have any problems with duplicates or bloating etc. It's what I use for all my companion creatures. scn SummonYourCreatureScriptBegin ScriptEffectStartYourCreatureref.moveto player, 100, 0, 0EndBegin ScriptEffectFinishEnd You must use the Editor Reference for the spell. The distance is such that the creature won't be underfoot when you cast the spell, but close enough. The tutorial linked by Pronam is for creatures you don't want around permanently and the above script won't work with it. So if you want the creature to be permanently available, you need a different approach. I have a tutorial posted at the SavageArtistry forum, but it won't work with mounts because the scripts require activation of the creature to follow and stay. It could be adapted I suppose, but I'm not interested in doing it. :smile: My Creature Companion Tutorial (Not to be re-posted anywhere please) Registering not required to see it.http://savageartistry.darkbb.com/tes-iv-ob...torial-t129.htm You need follow packages to get the companion to follow and stay (if required). You can check my tutorial for that or the CS Wiki also for other methods of using Packages. The script I use was adapted from one created by Jumonji for delphinus Fenrir the Wolf mod, but I've made some changes. It originally required OBSE, but it doesn't anymore. Plus it has a sneak component and the summon spell can optionally be added when first activating the creature via it's script. Otherwise you can us an object to add the spell, or a simple quest to add it. Otherwise you might want to look into menus and message boxes which I don't use for my companions because for me it ruins the immersion, when all I need is to tell them to follow or stay. Their AI takes care of the rest and I'm not into role playing enough to add extra functions to them. I just don't like on screen messages any time really, and I don't use NPC companions either.MessageBox Tutorialhttp://cs.elderscrolls.com/constwiki/index...ageBox_Tutorial Link to comment Share on other sites More sharing options...
sarac Posted January 23, 2010 Author Share Posted January 23, 2010 Thanks for the help Maigrets!I fixed everything. ;) Link to comment Share on other sites More sharing options...
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