dremen Posted February 12, 2008 Share Posted February 12, 2008 I got a problem ! i need to know how to add a custome "Leveled Spell" How do i get a Leveled Spell working on the birthsigh, or in any other place ? i can make only the individual spell ... http://img145.imageshack.us/img145/9754/addlevedspellbn0.jpg http://img101.imageshack.us/img101/9324/screenshot16uy5.jpg http://img260.imageshack.us/img260/4927/screenshot17ge6.jpg http://img260.imageshack.us/img260/3357/screenshot18mw9.jpg http://img260.imageshack.us/img260/5857/screenshot34sz9.jpg http://img260.imageshack.us/img260/8154/screenshot39wn2.jpg Link to comment Share on other sites More sharing options...
LHammonds Posted February 13, 2008 Share Posted February 13, 2008 Post moved from General to Mod Troubleshooting LHammonds (Moderator) PS - I have not done anything for Birthsign-related spells but the 1st place I'd look for help is Oblivion itself and how it handles similar spells based on birthsign. Or create a script that checks the vanilla birthsigns and assigns (gives) the player a specific spell for that birthsign and a catch-all spell for players using a custom-made birthsign. Link to comment Share on other sites More sharing options...
dremen Posted February 13, 2008 Author Share Posted February 13, 2008 Post moved from General to Mod Troubleshooting LHammonds (Moderator) PS - I have not done anything for Birthsign-related spells but the 1st place I'd look for help is Oblivion itself and how it handles similar spells based on birthsign. Or create a script that checks the vanilla birthsigns and assigns (gives) the player a specific spell for that birthsign and a catch-all spell for players using a custom-made birthsign. thanks ! i was analyzing the cunstruction set itself ... it seems it creates the spels with a certain level ( jouneyman, aprentice, etc ) and puts the diferent variants in the "leveled spell" container then, puts that leveled spell in the birth sighn i had done that, but it didn't worked, i had to add the 1rst level to the birth sighn too, so i could make it available because ading just the birth sighn itself didn't seemed to work however, i supose that creating a script to insert the intended spells directly in the character, no mather wich birth sign we have, might be more suitad ... in eyther case, any of them works ... i've also realize, that ( in the case of the golden saint ) it has a bunch of power levels, inside a "container" aka leveled spell ) wich were the same power at diferent levels it had a check on the first 2 boxes on top then, that leved spell ( set of the same spell at diferent levels ) was inside other "container" ( leveled spell ) toguether with other diferent containers of diferent levels, it had a check on the 3 check boxes, so that the containers with diferent levels were included, wich on they'r own, only had 2 checks, so the diferent spell versions enabled. it's a kind of root tree ... i just need to figure out wat exactly does wat ... that's wat's making hard to figure out .... and the problem that i keep having to do tests ... thak you ^_^ Link to comment Share on other sites More sharing options...
dremen Posted November 26, 2008 Author Share Posted November 26, 2008 well, i just got a diferent way to add the spells, with an iten script ... still need to see wich points are crutial in the leveled spells :biggrin: Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 26, 2008 Share Posted November 26, 2008 Leveled spells only work when they are first applied to an actor. You got all the spells at level 1 because that is what you put in the spots in the leveled list. If you had put some at level 10 or 20, those spells would only be added if the person they were being added to was level 10 or 20 respectivly at the time that the list was calculated. That said, birthsigns and races as a way to add spells was never a reliable way of doing things in this game. Either it wouldn't work, no matter what was done, or it would work occasionally. Adding the spells through a script or an item, usually always, ends up being more reliable and easier to control, if however slightly more complicated. Link to comment Share on other sites More sharing options...
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