Snook001 Posted April 21, 2017 Share Posted April 21, 2017 Hi, I try to trigger a quest on a mod from another mod. The reason is I don't like the way the quest start and thought it would be way cooler if another mod did it. Now, I'm not a moder, both mod are not mine but the idea are great. I read a lot and manage through the years to modify many mods (which after countless hours finally gave me what I want), except this one. The quest is triggered when the player accept a spell in Mod_B, but I notice that if the spell is added by consol it also start the quest. So I want to change the way the user accept the spell and have it given to the player through Mod_A. But I want the storyline to unfold after as it is written in Mod_B. So no mod must be destroyed, just a bridge need to be establish between both mod. What I have presently is the following, I try many variances and the property are at the proper place as it compile without problem.Scriptname Script_Mod_A extends Questimport UtilityScript_Mod_B Property qst Auto Actor Property PlayerRef AutoSpell Property Mod_B_Spell Auto Function GiveSpell() playerRef.AddSpell (qst.Mod_B_Spell, true)endFunctionSo far the quest don't start and the player don't get the spell. Any idea what I could be missing? Thanks for your help. Link to comment Share on other sites More sharing options...
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