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Custom Spells aint working


Guest Hotnspicy

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Guest Hotnspicy

First Id like to say that im doing EVERYTHING correct, im not missing anything.

 

 

Okay my problem is following, there are rarely mods who contain custom spells who are not working for me (The spell simply doesnt get added to the inventory or showing up). So I just tried to make myself some spells... And they are not showing up at all (Nor by adding it into a scroll or as starter), im not even using a script effect!

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First Id like to say that im doing EVERYTHING correct, im not missing anything.

 

 

Okay my problem is following, there are rarely mods who contain custom spells who are not working for me (The spell simply doesnt get added to the inventory or showing up). So I just tried to make myself some spells... And they are not showing up at all (Nor by adding it into a scroll or as starter), im not even using a script effect!

The first statment is negated by the second. Can't learn spells from scrolls, and having it checked as a starter doesn't mean anything unless the spell is low skill requirement and you're starting a new game with the mod active, and select the related school as a major skill (even then doesn't really work).

 

How your spell mods work is dependant on the spell mod itself. Some of them adjust existing merchants, others make you read a book or use an item, others still have a quest script that just adds the spells when the mod is activated. The latter being generally the easiest.

 

Open the mod containing the spells you wish to add as the active mod. Make a quest with a memorable tag. Give that quest 2 stages, 0 and 100.

Make the following script in the script editor, providing the right information in the brackets "<>"

scn VG0CorpseSpellAdd Script

Begin Gamemode
if getstage <QuestID> != 100
player.addspell <The numerical ID of the spell you want to add>
			player.addspell <The numerical ID of another spell if needed delete line if not>
			player.addspell <The numerical ID of another spell if needed delete line if not>
			player.addspell <The numerical ID of another spell if needed delete line if not>
			player.addspell <The numerical ID of another spell if needed delete line if not>
Message "Spell has been added"
setstage <QuestID> 100
endif
end

Make sure to set the script as a quest script, and attach it to the quest. Make sure the quest has "start game enabled" checked. You don't need to enter in anything else as far as the quest goes. Adding a quest name, or journal descriptions will make it so that the quest will appear in your menu, which isn't useful in this case.

 

Save the .esp, make sure it's enabled in the launcher, and run the game. If the quest doesn't start right away, open console and start it manually. Keep in mind, all the spells you want to add have to exist within that particular mod, and cannot be part of another .esp. If you want to use it with spells made by someone else, you should probably look how their spells are added to the game (usually in a readme) and follow their instructions.

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Guest Hotnspicy
The first statment is negated by the second. Can't learn spells from scrolls

You can with a script.

 

and having it checked as a starter doesn't mean anything unless the spell is low skill requirement

If i make a spell with 1 Spell Costs it still doesnt work (Or any other auto-calclulated) defining the costs are not working aswell.

 

you're starting a new game with the mod active, and select the related school as a major skill (even then doesn't really work).

I'm not that stupid to don't do that. Yes, Ive tried many Schools and i did enough "Spell" tutorials to have made those points accurate, a side note; Everyone elses mods and spells are working fine. For example, the Doppelganger Mod is just using "Start PC Spell" and its adding fine... And if i add the desired spell as race one it still wont show up, if i edit working ones (even the sligthiest edit) they will disappear ingame.)

 

And i just did what you told me, it starts the quest... however after the message i take a look in my spellbook and nothing is there, i also dont get in the upper left a message of any obtained skills.

 

I mean, dont prejudge me I DO have tried similiar things and what not (Keep in mind that i also have been modding in morrowind, so i doubt it fails due my lacking expirience). And Id like to state again that i have no else mods installed than that and have the newest version of oblivion running, and no SI.

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The first statment is negated by the second. Can't learn spells from scrolls

You can with a script.

Yes, which does essentially the same thing as a book or any other item, or even the quest script I posted. By scrolls I meant it to mean you trying to learn a spell enchanted to a scroll. Still doesn't matter.

 

and having it checked as a starter doesn't mean anything unless the spell is low skill requirement

If i make a spell with 1 Spell Costs it still doesnt work (Or any other auto-calclulated) defining the costs are not working aswell.

 

you're starting a new game with the mod active, and select the related school as a major skill (even then doesn't really work).

I'm not that stupid to don't do that. Yes, Ive tried many Schools and i did enough "Spell" tutorials to have made those points accurate, a side note; Everyone elses mods and spells are working fine. For example, the Doppelganger Mod is just using "Start PC Spell" and its adding fine... And if i add the desired spell as race one it still wont show up, if i edit working ones (even the sligthiest edit) they will disappear ingame.)

Starter spells are goofy like that, sometimes they work, sometimes they don't. Even if you do start a new game, which is why I suggested using a script to add the spells. I do however remember someone mentioning similar problems trying to link spells or abilities to a custom race... Don't think they got it working right, and would probably be broken by any race mods.

 

And i just did what you told me, it starts the quest... however after the message i take a look in my spellbook and nothing is there, i also dont get in the upper left a message of any obtained skills.

 

I mean, dont prejudge me I DO have tried similiar things and what not (Keep in mind that i also have been modding in morrowind, so i doubt it fails due my lacking expirience). And Id like to state again that i have no else mods installed than that and have the newest version of oblivion running, and no SI.

 

Are you using the hex numbers or the form ID in the script? The form ID doesn't work. You have to use the numerical ID of the spell (starts with 01000xxx, need to expand the collumn in the CS to read it) within any scripting. If this isn't the problem, then there is likely some other problem which you aren't seeing and havn't mentioned because of your "I'm doing everything right, don't question me" attitude. If something doesn't work, it's either because you're doing it wrong, or because something within the game is preventing it from working.

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Guest Hotnspicy
Are you using the hex numbers or the form ID in the script? The form ID doesn't work. You have to use the numerical ID of the spell (starts with 01000xxx, need to expand the collumn in the CS to read it) within any scripting.

CS doesn't even let me compile it when i use the formid. :P

 

within any scripting. If this isn't the problem, then there is likely some other problem which you aren't seeing and havn't mentioned because of your "I'm doing everything right, don't question me" attitude. If something doesn't work, it's either because you're doing it wrong, or because something within the game is preventing it from working.

 

My my, I doubt that i have done it wrong by doing few tutorials which i have been following 1:1. However, if you want, im making a video - perhaps im really doing something wrong, right :closedeyes:

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within any scripting. If this isn't the problem, then there is likely some other problem which you aren't seeing and havn't mentioned because of your "I'm doing everything right, don't question me" attitude. If something doesn't work, it's either because you're doing it wrong, or because something within the game is preventing it from working.

 

My my, I doubt that i have done it wrong by doing few tutorials which i have been following 1:1. However, if you want, im making a video - perhaps im really doing something wrong, right :closedeyes:

 

Logically, either you are doing something wrong somewhere, or your computer is posessed by gremlins who don't want you modding. Or is it that everyone who can get it working is using some sort of magical version of the CS that allows their stuff to work? Afterall, people without your "uber leet morrowind modding skills" (I'm being sarcastic, seriously, get over yourself) have been able to get it to work right, probably following those same tutorials.

 

But hey, let's cover all the bases...

You would need to have other mods active using the same exact Editor ID as your spells, causing a conflict (would also be true with any altered generic spells if some other mod changes the same spell). Although the most recently edited one would be loaded last, if you have something which would preserve loading order to where something would load after that once, it would cause problems (still technically your mistake for not keeping track of what mods what and avoiding conflicts).

 

It could also be that you're loading 2 different .esp files (or just one that isn't the active file) within the CS along with Oblivion.esm and are trying to make one reference the other like you could in Morrowind. Everything used within a .esp must exist within that single .esp or within a .esm file. The reason for this is that the loading order affects the Form IDs, what is contained within the mod gets adjusted, what the mod points to outside doesn't.

 

Beyond that...

You aren't saving/activating the .esp

You're defining the spells as a Disease (would still cause some notification) or are defining it as a poison.

The spell has no name (probably wouldn't stop it from being added, but might not be obvious when added to your book)

You have a mod loaded that totally ruins the magic effects in some way.

You're trying to use the CS from Morrowind for Oblivion modding or vise versa.

You're using form IDs that don't belong to a spell contained within the active mod or a .esm.

*insert something blatently obvious here*

You left a pile of Gremlin food near your computer.

 

Making a video wouldn't help any since you don't know what to look for, so may not include it within the video. However uploading the mod in its broken state could probably prove what your mistake was.

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Guest Hotnspicy
Beyond that...

You aren't saving/activating the .esp

You're defining the spells as a Disease (would still cause some notification) or are defining it as a poison.

The spell has no name (probably wouldn't stop it from being added, but might not be obvious when added to your book)

You have a mod loaded that totally ruins the magic effects in some way.

You're trying to use the CS from Morrowind for Oblivion modding or vise versa.

You're using form IDs that don't belong to a spell contained within the active mod or a .esm.

*insert something blatently obvious here*

You left a pile of Gremlin food near your computer.

 

Making a video wouldn't help any since you don't know what to look for, so may not include it within the video. However uploading the mod in its broken state could probably prove what your mistake was.

* I am activating and saving the esp, theres no doubt about that one atleast :happy:

 

* No, I've tried so far every but Disease or Poison (Why would i do that anyway? Shocking Bolt as Disease doesnt sounds so good).

 

* I don't have any other mods applied or in use. (I believe i have stated this now like the 4th time.)

 

* The Oblivion CS would surely let me mind that's a morrowind esp ;D

 

* Using the ID of a non-existing Spell/Item/or any other referrence doesnt work since CS will

stop compiling and telling you that the linking doesnt exist.

 

I wasn't saying you should make a video, i was saying making a video of how i do make the spell and you check it up if i do anything wrong then you even may stop your ordinary provocations when you see that everything is done right.

 

Edit:

So here it is

http://bueckdichdustueck.ath.cx/simplespell1.rar

The clip is embedded into a player so dont wonder about the executable.

I also have to add that i just added the spell to an npc and as start spell due lazyness of doing the same routine all over.

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Making a video wouldn't help any since you don't know what to look for, so may not include it within the video. However uploading the mod in its broken state could probably prove what your mistake was.

 

I wasn't saying you should make a video, i was saying making a video of how i do make the spell and you check it up if i do anything wrong then you even may stop your ordinary provocations when you see that everything is done right.

 

Edit:

So here it is

http://bueckdichdustueck.ath.cx/simplespell1.rar

The clip is embedded into a player so dont wonder about the executable.

I also have to add that i just added the spell to an npc and as start spell due lazyness of doing the same routine all over.

I understood what you meant. I meant that you making a video wouldn't necessarily show anything useful because you don't know what is wrong, so didn't show it. Panzer of God is correct, NPCs can't sell lesser powers. I included two different .esps in that rar, which add scripted spells in two different ways. The Summon lockpicks one adds the spells to existing NPCs for them to sell. The Locate Corpse spell (the spell gets added, but the effect may not work too well, didn't go back to fix the scripting) adds a spell to the player via a quest which triggers on startup (or should). Both accomplish what you are trying to do, or should.

 

*edit* On a related note, you really shouldn't be directly adding spells to a NPC. You should be using an activator with a script placed within the same cell the actor is normally found in. Like

scn SpellActivator224Script
short once

Begin onload
if once != 1
EdgarVautrineRef.addspell 01000ed8
EdgarVautrineRef.addspell 01000ed7
set once to 1
endif
end

Begin onactivate
return
end

It helps ensure that there aren't any conflicts with that specific NPC.

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Guest Hotnspicy

Thanks for your help, I've just tried your two mods and the locate corpse gets added well however lockpick doesnt. On the upper left there are the messages "Locate Corpse has been added..." " Spell has been added..." And nor i can see npcs having it, so the second one must be the lockpick skill, but thats the problem im having.

 

 

@Panzer: Well that's not kinda correct, even when i add Expert skills my character, I can start with them. I just will get a message that my skill level isnt the required one, i can also buy Expert skills. Or does your version doesn't do that?

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