FreshTheFallen Posted January 4, 2017 Share Posted January 4, 2017 Hi nexus, I know this is a rookie question, but I've created 2 spells that I'd want the player to have the moment he starts the game with the mod enabled.There is the option to set them as PC Start Spell, but it seems as if that does not work if tthe player has already progressed further into the game, at least I didn't get the spells on my high level character. Also, with Papyrus working within an object-oriented environment, is there a class that all objects, including weapons and lights, inherit from, so I could declare 2 properties, set 1 to a weapon, the other one to a light-object, and be able to switch those properties on another instance where the script is used? Thanks in advance,FreshTheFallen Link to comment Share on other sites More sharing options...
FrankFamily Posted January 4, 2017 Share Posted January 4, 2017 Pc Start spell simply doesn't work in skyrim, not just if the have progressed. You have to make a quest, mark it as start game enabled and then you have two options: A) player alias: In the Object Window, navigate to Quest under the Character category. Create a new quest by right-clicking on the list and choosing 'New'. For this tutorial we will be naming the quest mymodQuest. Make sure that Start Game Enabled in the Quest Data tab is checked. Click on the Quest Alias tab, then right-click in the empty list and choose 'New Reference Alias'. We will name this alias PlayerAlias. In the Reference Alias window, under Fill Type, select the Specific Reference option and click the 'Select Forced Reference' button. Under Cell choose (any), and Ref should default to PlayerRef (Player). If not, select it from the dropdown menu. https://www.creationkit.com/index.php?title=File:DASPlayerAlias-1.pngThen add the spells to that alias. B) script on fragment of the first stage:This is the function to use:http://www.creationkit.com/index.php?title=AddSpell_-_ActorHow to use script fragments its explained in this part of the wiki's quest tutorial:http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Quest_Objectives Regarding the other question, yes, form covers all of them. This is the tree: http://www.creationkit.com/index.php?title=Category:Script_Objectsbut ck doesn't let you fill form properties, only its children if i remember right, so it's not very handy, maybe you can fill them in tes5edit. 1 Link to comment Share on other sites More sharing options...
FreshTheFallen Posted January 4, 2017 Author Share Posted January 4, 2017 Thanks a lot, it is working now :) Link to comment Share on other sites More sharing options...
MacBran Posted October 27, 2019 Share Posted October 27, 2019 Just to say that the alias method works fine for a spell I want to add to my Succubus. Link to comment Share on other sites More sharing options...
foamyesque Posted November 1, 2019 Share Posted November 1, 2019 (edited) Regarding inheritance: Most things in Skyrim descend from the Form type. There are a few exceptions, notably Aliases and ActiveMagicEffects. The full tree is found here: https://www.creationkit.com/index.php?title=Script_Objects EDIT:Whoops didn't realize this thread was posted two years ago. Edited November 1, 2019 by foamyesque Link to comment Share on other sites More sharing options...
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