zymurgy65 Posted January 19, 2016 Share Posted January 19, 2016 I want to modify the MG16 Mage script to ensure the necromancers at Fort Ontus produce hidden weapons (maces) once Caranya is dead. I've copied the UOP script to my own mod, and I'd like to know if my "additem" command should be placed after the UOP edit. The edit is to make sure any dead necromancers don't change their robes, so it would make sense; I'd just like to be sure. Link to comment Share on other sites More sharing options...
Surilindur Posted January 20, 2016 Share Posted January 20, 2016 Could you post the script here, too? That might make it easier to give ideas on what to do. And with hidden weapons you mean... weapons added to them posthumously, ones that are tagged as playable? Or ones that are tagged unplayable (hence invisible in the inventory menu)? Or something else? Link to comment Share on other sites More sharing options...
zymurgy65 Posted January 20, 2016 Author Share Posted January 20, 2016 Sorry, I'm not online at home, so I have to use a library computer. That's why I'm AFK for so long. When you kill Caranya, the Fort Ontus mages are scripted to change into necromancer robes and attack you. The UOP modifies this script so that any you've already killed won't suddenly change clothes, which would be silly. The problem is that these "mages" (like many other necromancers in the Mages Guild quest line) are armed with daggers rather than maces. I wanted them to re-arm with maces at the same time as they change robes, and I'm guessing that I'll have to enter the "additem LL0NPCWeaponMace100 1" command after the UOP edit that keeps dead necromancers from switching clothes. Does that make sense? Link to comment Share on other sites More sharing options...
zymurgy65 Posted January 20, 2016 Author Share Posted January 20, 2016 (edited) OK, I've copied the script, but for some reason I can't paste it. Anyway, this is the relevant part: if ( GetDeadCount Caranya > 0 ) if ( GetStage MG16Amulet >= 30 ) && ( doonce == 0 ) setfactionrank MG16FortOntusMageFaction -1 setfactionrank NecromancerFaction 0 if (GetDead == 0) ;UOP -- because this was just silly. removeitem magerobe 1 additem necromancerrobe 1 EquipItem Necromancerrobe endif What I intend to do is replace the command to switch robes with a command to switch weapons from daggers to maces. If I were a necromancer, I'd be more interested in getting hold of a weapon with which I had some skill than in making a fashion statement! Edited January 20, 2016 by zymurgy65 Link to comment Share on other sites More sharing options...
ProgMath2 Posted January 20, 2016 Share Posted January 20, 2016 (edited) Look carefully on that line. EquipItem NecromancerrobeIf you just give the NPC a leveled list, he would not equip it automatically (especially if he has another weapon in his hand).You need either pick one object and add+equip it straightly, or to find a mace in necromancer's inventory and equip it after giving a leveled item.something like that ref rItem ref rContainer begin whatever ... EquipItem Necromancerrobe AddItem LL0NPCWeaponMace100 1 set rContainer to GetSelf foreach rItem <- rContainer if rItem.IsWeapon && rItem.GetWeaponType == 2 rItem.EquipMe break endif loop ... end Edited January 20, 2016 by ProgMath2 Link to comment Share on other sites More sharing options...
zymurgy65 Posted January 21, 2016 Author Share Posted January 21, 2016 Right, I wasn't sure about that "EquipItem" command. Thanks for the info! :blush: Link to comment Share on other sites More sharing options...
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