WildWitch Posted December 4, 2014 Share Posted December 4, 2014 (edited) Hiya I hope this day finds you well I am trying to make a mod for an alternitive way to learn spells in skyrim Basicialy I need a script that does the following if spell cast at (Refspellflames)if altarbowl contains 1 of referenced item 1if altarbowl contains 1 of refrenced item 2Remove item from bowlGivespelltoplayerElse if spellcastat (Refspellfrostbite)if altarbowl contains 1 of refrenced item 1if altarbowl contains 1 of refrenced item 2Remove Items from bowlGivespell to playerElse if spell cast at (refspellsparks)if altarbowl contains 1 of refrenced item 1if altarbowl contains 1 of refrenced item 2remove items from bowlgive spell to playerectelseTrace "Your experiment failed"endifend As you can see I have a problem as I need the script to check what spell is cast at the bowl and what items currently resides in the bowl and I need to do this for every spell in the game, how do I get it to check Thankyou for reading thisKind RegardsWildwitch Edited December 4, 2014 by WildWitch Link to comment Share on other sites More sharing options...
Mattiewagg Posted December 4, 2014 Share Posted December 4, 2014 Your If SpellCastAt is supposed to be something to check when the player casts a soell and if it's the right spell, correct? If someone gets to this before I wake up and return from work tomorrow then awesome, if not I'll do it. It's really not complex at all. Link to comment Share on other sites More sharing options...
WildWitch Posted December 4, 2014 Author Share Posted December 4, 2014 yes the ifspellcastat is to check weather the right spell is cast at the Ritual bowl, thanks for your help :) Link to comment Share on other sites More sharing options...
Mattiewagg Posted December 4, 2014 Share Posted December 4, 2014 yes the ifspellcastat is to check weather the right spell is cast at the Ritual bowl, thanks for your help :)Ok well this is going about it backwards. I'll still make the script but I also did a tutorial on this, though you may not understand since I don't think you've scripted before: http://skyrimmw.weebly.com/skyrim-modding/activating-activatorsobjects-via-spell-skyrim-modding-tutorial Link to comment Share on other sites More sharing options...
WildWitch Posted December 5, 2014 Author Share Posted December 5, 2014 (edited) Yah Im no good at scripting lol, mostly I cut and paste bits of scripts I find in game to get the effect I want :smile: Thanks again Each spell needs a spell rite for the script to work for example fireball needs the Rite of fireball book (note) plus its spell catalyst Here are the spell catalysts and thier spells to trigger a successful experiment Alteration Spells--Novice--Candlelight = Torchbug Thorax = FlamesOakflesh = Firewood = Frostbite--Apprentice--Magelight = Torchbug Thorax = SparksStoneflesh = corundum ore = Frostbite--Adept--Ash Shell = Ash Creep Cluster = FlamesDetect life = Sabre Cat Eye = SparksIron Flesh = Iron Ingot = SparksTelekinesis = Grass Pod = FlamesTransmute = Gold Ore = SparksWaterbreathing = Nordic Barnacle = Frostbite--Expert--Ash Rune = Spawn Ash = FlamesDetect Dead = Sabre Cat Eye = FrostbiteEbonyflesh = ebony ingot = FlamesParalyze = Imp stool = FlamesTelekenetic Unlocking = Grass pod = Sparks--Master--Dragonhide = dragon scale = FlamesMass Paralysis = Imp stool = Sparks--Misc--Equilibrium = Void Salts = FlamesConjuration Spells--Novice--Bound Dagger = iron Dagger = FrostbiteBound Sword = iron Sword = FrostbiteConjure Familiar = Blue Butterfly Wing = SparksRaise Zombie = Skull = Frostbite--Apprentice--Bound Battleaxe = iron Battleaxe = FlamesConjure Boneman = Bonemeal = FrostbiteConjure Flame Attronach = Firesalts = FlamesFlaming Familiar = Glowdust = FlamesReanimate Corpse = Skull = FlamesSoultrap = Common Soul Gem Empty = SparksVoid Vault = Void Salts = Frostbite--Adept--Banish Daedra = Salt = SparksBound Bow = Hunting Bow = FrostbiteConjure Ash Spawn = Spawn Ash = FlamesConjure Frost Attronach = Frost Salts = FrostbiteConjure Mistman = Ectoplasim = FlamesConjure Seeker = Ruined Book = FrostbiteRevenant = Skull = SparksCorrupt Soul Gem = Black soul gem empty = SparksPurify Soul Gem = grand soul gem empty = FrostbiteRelease Soul = grand soul gem full = FrostbiteSacrifice Soul = Black Soulgem Full = SparksSacrifice Spriggen Soul = Taproot = Flames--Expert--Conjure Ash Guardian = Heart stone = flamesCommand Daedra = Salt = FlamesConjure Dremora Lord = Daedra Heart = FlamesConjure Storm Attronach = Void Salts = SparksConjure Wraithman = Ectoplasim = SparksDread Zombie = Black soulgem empty = flamesExpel Daedra = Salt = Frostbite--Master--Flame thrall = Firesalts = FrostbiteDead Thrall = Black soulgem empty = FrostbiteFrost Thrall = frostsalts = flamesStorm Thrall = Voidsalts = frostbiteDestruction Spells--Apprentice--Fire Rune = Glowing Mushroom = FlamesFirebolt = Glowing Mushroom = FlamesFrostrune = Nightshade = FrostbiteIce Spike = Nightshade = FrostbiteLightning Bolt = Deathbell = sparksLightning Rune = Deathbell = Sparks--Adept--Chain Lightning = Deathbell = sparksFireball = Glowing Mushroom = FlamesFlamecloak = Glowing Mushroom = flamesFrostcloak = deathbell = frostbiteIcestorm = Blisterwort = frostbitelightning cloak = Deathbell = sparksWhirwindcloak = scathecraw = Sparks--Expert--IcySpear = Nightshade = frostbiteIncinerate = Glowing Mushroom = flamesthunderbolt = Deathbell = sparkswall of flames = Glowing Mushroom = flameswall of frost = Nightshade = frostbiteWall of storms = Deathbell = sparks--Master--blizzard = hagraven claw = frostbitefire storm = hagraven claw = flameslightning storm = hagraven claw = sparksIllusion Spells--Novice--Clairvoyance = Glowing mushroom = FrostbiteCourage = Hanging moss = SparksFury = Blisterwort = Frostbite--Apprentice--Calm = Butterfly wing = FrostbiteFear = Namira's Rot = flamesMuffle = Frost Mirriam = Sparks--Adept--Frenzy = blisterwort = flamesFrenzy rune = blisterwort = FrostbiteRally = hanging moss = Frostbite--Expert--Invisibility = Chaurus Eggs = FlamesPacify = Butterfly wing = flamesRout = Namira's Rot = Sparks--Master--Call to Arms = hanging moss = flamesHarmony = Butterfly wing = SparksHysteria = Namira's rot = FrostbiteMayhem = Blisterwort = SparksRestoration Spells--Novice--Healing = lavender = flamesLesser ward = salt = flames--Apprentice--Fast healing = Lavender = SparksHealing Hands = Lavender = FrostbiteNecromatic Healing = bone meal = FrostbiteSteadfast ward = salt = SparksSun Fire = Torchbug Thorax = flamesTurn Lesser Undead = Blue mountin Flower = Sparks--Adept--Close wounds = lavender = ForstbiteGreater Ward = salt = FrostbiteHeal other = Lavender = flamesHeal undead = bonemeal = flamesPoison Rune = Nightshade = flamesRepel Lesser Undead = blue mountin flower = FrostbiteStendars Aura = Torchbug Thorax = FrostbiteTurn Undead = blue mountin flower = flamesVampires Bane = Torchbug Thorax = Sparks--Expert--Circle of Protection = Glow Dust = FlamesGrand Healing = Lavender = SparksRepel Undead = Blue mountin Flower = flamesTurn Greater Undead = Blue mountin Flower = Frostbite--Master--Bane of Undead = Blue mountin Flower = SparksGuardian Circle = glowdust = Frostbite Edited December 5, 2014 by WildWitch Link to comment Share on other sites More sharing options...
WildWitch Posted December 5, 2014 Author Share Posted December 5, 2014 (edited) Ive just hit a wall with my research menus Basicaly I need a basic menu script that activates when the player activates my booksetobjectThen shows messageThen Allows the player to push 1 of 3 option buttonsThen Adds a book to the player depending on which button they push Thanks Matthiaswagg :smile: I will put you in the mod credits. Heres what I have but the menu doesnt show up in game Scriptname ZZZ_SRAncientSpellsActivatorScript extends ObjectReference Book Property ROEquilibrium Auto Message Property AncientSpellsMessage Auto Actor Property PlayerRef Auto Event OnRead() Game.DisablePlayerControls(False, False, False, False, False, True) ; Ensure MessageBox is not on top of other menus & prevent book from opening normally. Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls Menu()EndEvent Function Menu(Bool abMenu = True, Int aiButton = 0) While abMenu If aiButton != -1 ; Wait for input (this can prevent problems if recycling the aiButton argument in submenus) aiButton = AncientSpellsMessage.Show() ; Menu abMenu = False ; End the function If aiButton == 0 ; Equilibrium PlayerREF.Additem(ROEquilibrium, 1, FALSE) ElseIf aiButton == 1 ; Nothing EndIf EndIf EndWhileEndFunction Edited December 6, 2014 by WildWitch Link to comment Share on other sites More sharing options...
WildWitch Posted December 10, 2014 Author Share Posted December 10, 2014 Unfortunatly a mod I just installed and really like conflicts with my placing of the book shelves so I will be re-doing this mod to work from a menu system rather than a spell cast at system :), there is sufficient data online for me to hopefully make a menu for this mod. Link to comment Share on other sites More sharing options...
Recommended Posts