dregoloth Posted September 16, 2010 Share Posted September 16, 2010 I've created a custom spell using the first spell scripting tutorial over on the cs wiki, but I have to deactivate all my mods to load ingame via the console or any other means.I'm assuming that there's a workaround as he mentions that thats a problem, and I know that other custom spell mods seem to work, but I can't figure out how.any help would be appreciated. Link to comment Share on other sites More sharing options...
slygothmog Posted September 16, 2010 Share Posted September 16, 2010 Give me a little more info...do you want this spell added to your characters spell list? And if so, do you know how to make a simple quest and attach a script to it? If not I can show you how both are done. Link to comment Share on other sites More sharing options...
Dracula420 Posted September 16, 2010 Share Posted September 16, 2010 you can do it with an activator and an onLoad Script too. i can post the script for copy/pasting but you will have to fill in the blanks and put it on a unique activator (Like a copy of an aylied button) in a cell you dont visit very often like the copius coinpurse or something. then you just have to walk in the cell to get your spells. SCN CustomSpellAdderScript ; put this on an activator in the same cell as the person you want to give the spell to. Begin OnLoad NPCRef.AddSpell <SpellID1> ; example, -Player.addspell ZZZCustomNightEyeSpell- NPCRef.AddSpell <SpellID2> ;you can add more then one spell, the script will rerun every time the object is loaded End Link to comment Share on other sites More sharing options...
dregoloth Posted September 16, 2010 Author Share Posted September 16, 2010 thanks, that script worked great! Link to comment Share on other sites More sharing options...
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