theredheadhenry Posted September 10, 2017 Share Posted September 10, 2017 (edited) Hope this is posted in the right place. I've created an NPC, and when I apply the Default Ghost Script it works! However I want to change the color of the ghost from that blue tint to a red tint. I found a red ghost shader that was used on a ghost wolf in the Companions quest. When I apply that shader it doesn't work. Here is what I have set up in my own script: EffectShader Property GhostFXShader Auto EffectShader Property pGhostDeathFXShader Auto From the auto select tab I choose: GhostWolfSpiritFXShader (that gives me the red color I need). However it doesn't work, I've auto filled and everything. One thing I noticed too is that there seems to be a difference between GhostFXshader and pGhostFXShader but I cant figure out what that difference is. The script for the red wolf uses GhostFXshader... But the default ghost script uses pGhostFxShader... So that confuses me. If anyone can point me in the right direction that would be great! Just trying to get this to work, I feel like im circling the answer, it must be so simple. Edited September 10, 2017 by theredheadhenry Link to comment Share on other sites More sharing options...
theredheadhenry Posted September 10, 2017 Author Share Posted September 10, 2017 Answered my own question here. I just made a spell with a shader and applied it to his spell list, cost 0. Works like a charm. Link to comment Share on other sites More sharing options...
simtam Posted September 13, 2017 Share Posted September 13, 2017 If you still want to use defaultGhostScript, set the property pGhostAbilityNew to your spell with shader. Link to comment Share on other sites More sharing options...
8Phantasm Posted January 29, 2018 Share Posted January 29, 2018 (edited) If you still want to use defaultGhostScript, set the property pGhostAbilityNew to your spell with shader.That is what doesn't work, changing the spell/FX in the script properties. NPCs still remain blue default ghosts even though the script is pointing to an alternate color. Throwing the spell in the inventory of the NPC of course works, after removing the script... but that is not ideal for all situations. Edited January 29, 2018 by 8Phantasm Link to comment Share on other sites More sharing options...
simtam Posted January 29, 2018 Share Posted January 29, 2018 You either changed an incorrect property (in that scripts some are left-over in what amounts to unused code), or tested it incorrectly and in fact the value of the property on that NPC is what it used to be. Link to comment Share on other sites More sharing options...
8Phantasm Posted January 29, 2018 Share Posted January 29, 2018 (edited) You either changed an incorrect property (in that scripts some are left-over in what amounts to unused code), or tested it incorrectly and in fact the value of the property on that NPC is what it used to be.If you notice I am doing anything incorrect, please let me know. It only works when I remove the script and put the spell in their inventory, otherwise no changes and default blue ghost.I have tried all variations of the properties in the script that you can think of. The only thing I didn't try was on a non-merchant or removing the factions they belong to. Thanks. Screenshot Album: https://imgur.com/a/QtReS Inventory Spell Working: Edited January 29, 2018 by 8Phantasm Link to comment Share on other sites More sharing options...
simtam Posted January 30, 2018 Share Posted January 30, 2018 Property working picture below. Perhaps you've baked the old value into your test savegame. Link to comment Share on other sites More sharing options...
8Phantasm Posted January 30, 2018 Share Posted January 30, 2018 Thanks a lot. It was baked in the save. I actually thought I tried new games already for this, but it must have been one of the other dozen things testing the mod. Appreciate the help. Link to comment Share on other sites More sharing options...
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