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why doesn't my spell work?


FiveFries

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I followed this guide - Scripting Tutorial: My First Spell - to try to make a simple force field spell and this is what I came up with:

 

http://i1.uploadem.com/06102007/1.png

 

I then saved it as Force Field.esp as you can see here:

 

http://i1.uploadem.com/06102007/2.png

 

I then fired up Oblivion Mod Manager, checked the box to activate Force Field.esp, unchecked all the other mods, started a new game, and then finally typed "player.addspell 00000800" (yes, that is the correct FormID) and got this error message:

 

Script 'SysWindowCompileAndRun', line 1:
Invalid spell item '00000800' for parameter spell item.
Compiled script not saved!

 

 

I'm pretty sure I saved it correctly. Not only can I see it in my \data folder but I can see it also in OBMM. Perhaps I missed a step or something?

 

Please help as this is my first "mod."

 

 

Thanks.

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  • 2 months later...
I had the same problem.

 

Ok, disable all mods.....but I want to use those mods.

 

 

Whats the trick?

Uhm. There's probably some nice trick, but I haven't found it. I'd go for having a quest giving you it. I'll get you a link to the tutorial on the wiki:

http://cs.elderscrolls.com/constwiki/index.../Start_Your_Mod

 

Oblivion automatically assigns an ID your mod.

That's the first to numbers in your ID.

the master has 00.

Mod number 1 has 01.

mod number 15 has 0f (using hexadecimal numbering). Thus, you can only have ff mods enabled at one time. That's 16*16-1 == 255 (not counting the master).

I'm sorry, my grammar is vulked, I'm on my way to bed.

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I had the same problem.

 

Ok, disable all mods.....but I want to use those mods.

 

 

Whats the trick?

Uhm. There's probably some nice trick, but I haven't found it. I'd go for having a quest giving you it. I'll get you a link to the tutorial on the wiki:

http://cs.elderscrolls.com/constwiki/index.../Start_Your_Mod

 

Oblivion automatically assigns an ID your mod.

That's the first to numbers in your ID.

the master has 00.

Mod number 1 has 01.

mod number 15 has 0f (using hexadecimal numbering). Thus, you can only have ff mods enabled at one time. That's 16*16-1 == 255 (not counting the master).

I'm sorry, my grammar is vulked, I'm on my way to bed.

 

I appreciate your time given to answer my question, thanks! :rolleyes:

The quest method probably is the best way to go and works like a champ. ( I just jumped into modding at the script tutorial )

I was wondering about those ID's and what prevents 2 or more mods from having the same ID assigned to different ... items.

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