Deleted412703User Posted April 17, 2007 Share Posted April 17, 2007 Hello :) I am new to the forums and modding, I want to make a new summon mod and I would like to know the summoning script so I can summon creature from the new SI expansion, I have the ID's for Gatekeeper and Jyggalag.I read some tutorials on script writings but it does not talk about summoning creatures.Please helpThanks Link to comment Share on other sites More sharing options...
ninja_lord666 Posted April 17, 2007 Share Posted April 17, 2007 Okay, so, first, you take a large red tomato. Cut it thrice, not once, not twice, but thrice. Then you put that aside. Next, you take the left arm of a virgin. Remember, it must be the left arm, and it must be from a virgin or it won't work. Then, you put the arm in a large black cauldron. Pour in exactly 12.2L of fresh spring water taken directly from the glaciers at Old Faithful. Bring it to a boil, then put in a touch of vegetable oil along with the tomato slices. Let it simmer for about 32 hours after which you will drain any remaining water out. Take the arm, and slice it up.Serving size: 4 people :ohmy: Oh, wait. That's my secret holiday recipe :blush: . Forget everything you just read...forget it! Link to comment Share on other sites More sharing options...
Abramul Posted April 17, 2007 Share Posted April 17, 2007 Summoned creatures are done through spell effects, rather than scripts. However, it's not hard to make a scripted spell that acts similar to a summoning spell. I recently did so for a mod I made:scn AbraMerchantSummonScript begin ScriptEffectStart AbraRogerMerchantREF.moveto player end begin ScriptEffectFinish AbraRogerMerchantREF.moveto AbraMerchantHoldingCellDoor endThis requires a named instance of the summoned entity, and a named reference in a holding cell. If you want to use my mod as a base, it's here. If you do so, I would ask that you credit it, and that you change the prefixes. I would recommend that you create copies of the base objects for the Gatekeeper and Jygallag, in order to avoid potential problems with using the existing ones. Link to comment Share on other sites More sharing options...
seedy Posted April 27, 2007 Share Posted April 27, 2007 Summoned creatures are done through spell effects, rather than scripts. However, it's not hard to make a scripted spell that acts similar to a summoning spell. I recently did so for a mod I made:scn AbraMerchantSummonScript begin ScriptEffectStart AbraRogerMerchantREF.moveto player end begin ScriptEffectFinish AbraRogerMerchantREF.moveto AbraMerchantHoldingCellDoor endThis requires a named instance of the summoned entity, and a named reference in a holding cell. If you want to use my mod as a base, it's here. If you do so, I would ask that you credit it, and that you change the prefixes. I would recommend that you create copies of the base objects for the Gatekeeper and Jygallag, in order to avoid potential problems with using the existing ones.I've been trying to use your mod as a base to summon an npc of my own, but I am getting nowhere fast. Using the wiki to search on anything in apostrophes doesn't work, so searching on "holding cell" gets me a lot of results on what happens when you hold down a mouse key. I've chucked my npc into the ICArcaneUNI exit area, would that work or do you need the summonable creature in an area without exits? A generic tutorial on "how to create a mod to summon a creature you design" would be so useful. I can't see the scripts for the in-game summonable creatures but working backwards from the roger mod, I think i must be getting close in my own mod but it's not working yet, spell is cast but no error and nothing happens. Link to comment Share on other sites More sharing options...
Abramul Posted April 27, 2007 Share Posted April 27, 2007 Should work fine to move him to an existing cell. That was mainly intended to prevent the possibility of him wandering around , even though his AI packs shouldn't allow that. Link to comment Share on other sites More sharing options...
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