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Modding The Player (adding a script)


tmcgregor

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Hey all!

 

I have recently been messing around with the construction set, and I decided I wanted to make a mod that allows you to add your double (as in createfullactorcopy) as a companion using the CM mod...

 

Well it works, mostly... When you make your double and talk to him you get all of the right dialogue and the options work, but suddenly you no longer trigger scripted conversations.

 

The trouble seems to stem from changing the script option in the NPC window from None to one of the CM Partner scripts. If it is set to anything other than none, for example, the emperor will not initate conversations with the player at the beginning of the dungeon.

 

I had hoped someone might know how to work around this problem... Any ideas?

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Hey all!

 

I have recently been messing around with the construction set, and I decided I wanted to make a mod that allows you to add your double (as in createfullactorcopy) as a companion using the CM mod...

 

Well it works, mostly... When you make your double and talk to him you get all of the right dialogue and the options work, but suddenly you no longer trigger scripted conversations.

 

The trouble seems to stem from changing the script option in the NPC window from None to one of the CM Partner scripts. If it is set to anything other than none, for example, the emperor will not initate conversations with the player at the beginning of the dungeon.

 

I had hoped someone might know how to work around this problem... Any ideas?

The only safe way to apply scripts to the player is through magic effects or equipped items. Since CM partners doesn't use either method, you're pretty much required to do all the companion coding from scratch using those systems, or using a mod which already does.

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