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help with addscriptpackage?


dhk63

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ok, so i tried using addscriptpackage to make a spell that makes an NPC follow you for the duration, but when i typed addscriptpackage follow, it said that the package didnt exist. So now i need a bit of help on how i can create the package to put in the spell so that i can make npcs follow me around.
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Create a new follow package, called myfollowpackage, for example. Assuming you are doing this from the conole, you would then click on the NPC and type addscriptpackage myfollowpackage. Or just download SCC.

My question is how i make the package, i already know how to add it, but how do i make it.

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go to Character in the CS and make your follow package...call it aaaFollowPlayer...if you are unsure how to make a successful follow package it will be like this

 

schedule

 

any in all boxes and duration 0 ( or whatever you wish, 2 hours is usually a good testing value )

tick continue if PC near

Must complete

Skip Fallout Behavior

 

target

 

any object

Object ID: Player

count 1

 

make a new spell ( we will call it aaaFollowMe ) with these ticked

Disallow Spell absorb/reflect

script effect always applies

immune to silence

 

create and add this script

 

scn aaaAddFollow

 

begin scripteffectstart

 

addscriptpackage aaaFollowPlayer

 

end

 

To add the spell to the player you need to create a quest and add a script to this quest...it should look like this

 

scn aaaFollowMeSpellAdd

 

short once

 

begin gamemode

 

if once == 0

player.addspell aaaFollowMe

set once to 1

endif

 

end

 

and that should do it.

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  • 1 year later...

the good news is that not even the spell script is necessary just a batch I just did it not too long ago (i didn't use a batch, i did it manually). Heres how

 

 

 

step 1 : find a suitable follow package formid (I believe the builtin ArenaFan1FollowPlayer 000ae47 should work fine as a test, if not, find one more combat ready for you)

step 2 : make batch follow.txt in root directory of installation

step 3 : add line "removescriptpackage"

step 4 : add line "addscriptpackage 000ae47"

step 5 : save

step 6 : load oblivion

step 7 : find victim and select them in console mode

step 8 : type "bat follow.txt"

 

That's it

I believe even in scripts the active package needs to be removed BEFORE and new one is added. When I tried adding the package I didn't recognize the parameter until the previous one was removed. Me thinks that function handler for passing the addscriptpackage parameter to the actor is shut off (to make sure there isn't more then one package active at the same time) until removescriptpackage is called. Making sense so far?

 

Also I "THINK" the console is mainly coded to recognize FormID not EditorID (the actor values are not the same as objects so stat modding commands are handled differently)

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