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Adding spells to the PC or to NPC's


sleepyskye

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Hello.

 

I was fooling around with the CS for the first time(I normally just beta test my friends personal mods). and well i decided to make myself a little spell. But now i cant seem to add it to my character or figure out how to add it to an npc. I am sure it's as simple as breathing in and out but just need someone to tell me. thanks.

Not as easy as breathing in and out. One way would be using something like :

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

within the same mod containing the spells you've defined, can be done for both the NPC and Player If you know what cell they're in and you go there.

 

Another way would be using a 1 time quest script: http://cs.elderscrolls.com/constwiki/index.php/Quest_scripts

Which does basically the same thing, but uses different block types and doesn't require that cell to be loaded.

 

You could also script an object or something which would add spells to the player "onactivate" or "Onequip" depending on if the object is wearable.

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The easiest way, if you just want to mess around, is to find its Form ID* and input in the console "player.AddSpell FormID".

 

If you want the game to add the spell automatically, it's somewhat less simple. (Still pretty simple, though) First, make yourself a new quest. (Character, Quests. Right-click on the list on the left and select "new".) Give it a name, and set its condidtion to GetIsPlayableRace == 1. (You should always do this when creating quest that doesn't have more specific start requirements) Now create a script. (Gameplay, Edit Scripts, Script, new) Write something like this inside.

 

 

ScriptName AddMySpell

 

Begin GameMode

Player.AddSpell MySpell

StopQuest MyQuest

end

 

Make sure you set it as a quest script instead of an object script. There should be a drop-down list. Once that's done, go back to your quest and set its script to AddMySpell, and you should have your new spell added within five seconds of loading your game up. In the future, many tutorials can be found here.

 

 

Really sorry if that sounded condescending. I'm just trying to be thorough.

 

*Not the editor ID. The Form ID looks like a string of letters and numbers. You can find it by, in the object window, looking for the double-line between "Editor ID" and "Count", and dragging it to the right.

 

EDIT: Vagrant0 beat me...

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The easiest way, if you just want to mess around, is to find its Form ID* and input in the console "player.AddSpell FormID".

Only works if the spell is one of the stock oblivion spells. Since the OP mentioned spells they made, this really wouldn't work too well unless they had some specific way of knowing what the first numbers in the ID were. As this can often differ by more than one group per mod (some mods can take up multiple groups, so hypothetically your 5th mod being loaded can be using a 08xxxxxx address rather than a 05 or 06 address), it isn't always easy to find out. Using scripting within the mod doesn't require any adjustments, so should be much easier.

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