Ailill Posted May 23, 2008 Share Posted May 23, 2008 Ok So I made a simple fire damage spell. named it Self Torture.Hey it's just for learning purposes lol. Anyway I got it to show up in the Merchant. I am using Edgar in the Imp City. here is the details: Spell Name: Self ToutureCost: 100Magnitude: 30Duration: 0Target:Self As I said it is showing up in his selling list but.. it cost over 700 gold.Is there a way to set the amount manualy? Like make him sell it for 10, 50 or whaterverAmount of gold I want it to be sold as. I went to the TECS Wiki and tryed to look for the answerbut I just can't find it. Been looking all day.. I also have another question. Let say I delete Self Torture and make a custom scrip spell Named Summon Silverthat adds a silver sword, bow and arrows to my invatory,But as punishment for conuring up those Items it also uses Self Torture. I know how to set up using the Object window and creating a new spell,then adding both effect items (Script Effect; Fire Damage) into the mainspell edit window. I have noticed that the scrip is below the Fire Damage effect,is that due to Fire Damage being a default hard wired spell?This leaves me with the Section of How do I... Get the Summon Silver givin to the player after the player leave the sewers? Insta Change the level I am at and have the world level up with meat the same time. for testing purposes. Change the School that Summon Silver was placed under when addingthe Fire Damage effect.It puts the spell under Destruction, but I would want in under Conjurationand have the Fire part, as I said, as punishment for conuring up those Items. Change the Summon Silver Icon for another Icon.Since we added the Fire Damage effect, the in game the Icon is a flame.Could I change it to look like the burden or feather Icon, If I so choose? One last little section... Item/Spell ID's Now.. I can go in and type player.addspell bla bla bla... Only if I don't have any other modsactive. So how do you find the ID if you have more then just one mod active? You know to test mod combatibility. I can Add a house or a cave just fine and dandy I can even place Items in them to make them not so empty. I am learning how to scrip so I can make Merchants, bad guys ect ect, for a mod that I have been wanting to do for quite some time. I figured that scripting spells would be a good start as from what I have read, it is faily simple. That and I would learn a little about setting up Items for sell in a Merchant Box, be itSpells. armor or weapons. Thanks! Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 23, 2008 Share Posted May 23, 2008 Merchant cost is determined by spell cost and a number of ingame settings which can change depending on what mods you have installed. In short, there is no quick way to make your spell cost less gold without making it require less magicka, or screwing up the system used to determine prices for all apells (well other than having good mercantile skills and high disposition). A summon spell requires a script to add the items to the player's inventory. Depending on how you want to work it, you might want to setup your own copies of the weapons you want to give, make have a quest flag (will disable dropping or selling) then set the script to remove those items after the duration has expired (so the player can't just keep summoning weapons, and filling their inventory). The spell icon is based on whatever effect within the spell has the most cost. Since scripted effects have a base cost of 0, and you cannot manually select what icon will show, your options are limited. Either remove the damage effect (causing the spell to use the icon for scripted spells), or add in another effect that would not be of particular benefit (silence, telekensis, charm, frenzy, demoralize) and make that effect have a higher cost than the fire effect. If you decide to remove the effect, you could always force cast it on the player after they use the summon (player.cast <spellid> player. There are other methods in getting the pain effect, but those require a bit more setup (adding scripts to the items (bow and sword) which add an ability with the damage effect when equipped). You shouldn't have more than one mod active in the CS. Doing so usually ends up in screwing over the mod. The only way to test compatability is to play it in game, use OBMM, or plan properly. Each mod should stand on its own, and not interact with anything else present in another mod. For example, you cannot have a mod which adds a house, then another mod which adds furniture to that house. Both the house and the furniture must exist within the same mod. There are some exceptions to this, but those are either involved with very large mods, or for personal use without any other mods active. As a rule, you should NEVER load more than one .esp in the CS at the same time unless you have no intention of making changes or saving work. If one mod needs aspects from another mod, you need to combine them (if using content from a mod made by someone else, you cannot upload it without permission). As far as finding out the ID of the mod within the game, there are a number of threads already explaining this, you may want to try searching for one. Link to comment Share on other sites More sharing options...
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