JohnBond007777 Posted February 16, 2012 Share Posted February 16, 2012 (edited) 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 February 22, 2012 by JohnBond007777 Link to comment Share on other sites More sharing options...
Darkvalkyr Posted February 16, 2012 Share Posted February 16, 2012 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. Link to comment Share on other sites More sharing options...
JohnBond007777 Posted February 16, 2012 Author Share Posted February 16, 2012 Alright, I like the second option best, so I will attempt that. I just need to set the scripts right and to get the scripts to despawn it. Link to comment Share on other sites More sharing options...
ShockKiller Posted February 16, 2012 Share Posted February 16, 2012 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. Link to comment Share on other sites More sharing options...
JohnBond007777 Posted February 16, 2012 Author Share Posted February 16, 2012 (edited) 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? Edited February 17, 2012 by JohnBond007777 Link to comment Share on other sites More sharing options...
ShockKiller Posted February 18, 2012 Share Posted February 18, 2012 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. Link to comment Share on other sites More sharing options...
JohnBond007777 Posted February 18, 2012 Author Share Posted February 18, 2012 Scriptname JOHNwolfScriptRing extends ObjectReference ObjectReference Property RingSpirit Auto {Scriptname TEST extends ObjectReference Property ObjectReference TheDiamond AutoProperty ObjectReference JOHNSummonWolfRing1 Auto If Game.GetPlayer() .IsEquipped(JOHNSummonWolfRing1) == True TheDiamond.Moveto(Game.GetPlayer()) Wait(.1) JOHNConjureFamiliar.Cast(TheDiamond, Player)EndifIf Game.GetPlayer() .IsEquipped(JOHNSummonWolfRing1) == False Game.GetPlayer() .Dispel(TehSpell)Endif} Link to comment Share on other sites More sharing options...
ShockKiller Posted February 19, 2012 Share Posted February 19, 2012 Scriptname JOHNwolfScriptRing extends ObjectReference ObjectReference Property RingSpirit Auto {Scriptname TEST extends ObjectReference Property ObjectReference TheDiamond AutoProperty ObjectReference JOHNSummonWolfRing1 Auto If Game.GetPlayer() .IsEquipped(JOHNSummonWolfRing1) == True TheDiamond.Moveto(Game.GetPlayer()) Wait(.1) JOHNConjureFamiliar.Cast(TheDiamond, Player)EndifIf Game.GetPlayer() .IsEquipped(JOHNSummonWolfRing1) == False Game.GetPlayer() .Dispel(TehSpell)Endif} What kind of compile error are you getting? Link to comment Share on other sites More sharing options...
JohnBond007777 Posted February 20, 2012 Author Share Posted February 20, 2012 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. Link to comment Share on other sites More sharing options...
Drasler Posted February 20, 2012 Share Posted February 20, 2012 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. Link to comment Share on other sites More sharing options...
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