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Companion Creation Help


JohnBond007777

Do you use Companions?  

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  1. 1. Do you use Companions?

    • Yes
    • No
      0
    • Not human ones
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Hello,

 

I was wondering if anyone could help me with this, I would like to create a simple companion mod. I want to simply use the "Conjure Familiar" wolf spirit and attach this to a ring. When you put it on, it will spawn, and when you take it off it will despawn. I would also like it to be essential (unkillable) but still able be knocked down and heal. I have tried this but is is constantly set as "Scroll" type instead of "Apparel" as it needs to be to use it as an effect.

 

OR, I would like to create a simple companion mod. I want to simply use the "Conjure Familiar" wolf spirit and all I want it to be able to do (besides normal actions) is to tell is to wait. I would like to pin it to a spell that just summons it forever, and when cast again, despawns it. Just like before, I would also like it to be essential (unkillable) but still able be knocked down and have to heal.

 

Thanks to anyone who helps, I will give you kudos! :thumbsup:

Edited by JohnBond007777
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Uh, I'm not sure on the exact method, but there's 3 options-ish and possibly more.

 

1) Make the spell, cast the spell, wolf appears, trigger scripted event that results in the Wolf being set to essential.

2) Make the ring, and when equipping the ring, trigger scripted event that summons a Wolf NPC to you, which is set to essential.

3) Create a Wolf NPC based on the Dog companions, and just find him somewhere/end of a quest line.

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You could make a script on the ring so that when it's on, an activator (something small, like a diamond) will move to you and cast a ranged spell.

 

Example:

 

Scriptname TEST extends ObjectReference

Property ObjectReference TheDiamond Auto
Property ObjectReference YourRing Auto

If Game.GetPlayer() .IsEquipped(YourRing) == True
    TheDiamond.Moveto(Game.GetPlayer())
    Wait(.1)
    TehSpell.Cast(TheDiamond, Player)
Endif
If Game.GetPlayer() .IsEquipped(YourRing) == False
   Game.GetPlayer() .Dispel(TehSpell)
Endif

 

Try that. Don't forget to define the properties, too.

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Alright, thanks, I set it up and i'll try it tonight. I hope it works. :biggrin:

 

EDIT: So I set it up, but sadly it does not work. Could you possibly give my more detailed instructions?

 

Post the script you set up.

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Scriptname JOHNwolfScriptRing extends ObjectReference

 

ObjectReference Property RingSpirit Auto

{Scriptname TEST extends ObjectReference

 

Property ObjectReference TheDiamond Auto

Property ObjectReference JOHNSummonWolfRing1 Auto

 

If Game.GetPlayer() .IsEquipped(JOHNSummonWolfRing1) == True

TheDiamond.Moveto(Game.GetPlayer())

Wait(.1)

JOHNConjureFamiliar.Cast(TheDiamond, Player)

Endif

If Game.GetPlayer() .IsEquipped(JOHNSummonWolfRing1) == False

Game.GetPlayer() .Dispel(TehSpell)

Endif}

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Scriptname JOHNwolfScriptRing extends ObjectReference

 

ObjectReference Property RingSpirit Auto

{Scriptname TEST extends ObjectReference

 

Property ObjectReference TheDiamond Auto

Property ObjectReference JOHNSummonWolfRing1 Auto

 

If Game.GetPlayer() .IsEquipped(JOHNSummonWolfRing1) == True

TheDiamond.Moveto(Game.GetPlayer())

Wait(.1)

JOHNConjureFamiliar.Cast(TheDiamond, Player)

Endif

If Game.GetPlayer() .IsEquipped(JOHNSummonWolfRing1) == False

Game.GetPlayer() .Dispel(TehSpell)

Endif}

 

What kind of compile error are you getting?

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No error comes up, it all works fine until I try to put it on. Then, nothing happens. Should I try it again or do I need to use the Names for the properties, i'm using the FormIDs.

 

Hey guys, I'm pretty new to scripting myself, but...

 

Could the problem be that there is no event being called, therefore the script compiles fine, but it just doesn't do anything because it doesn't know WHEN to actually check when if the ring is equipped?

 

Just a thought.. I could be way off base.

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