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Tutorials WITHOUT "youtoob"


Allannaa

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If you add or remove properties from a script, then you need to fill those properties on ALL forms that that script is assigned to. I have no idea if there are other forms using that script. The likelihood of there being other forms using it is probably nil as the script is most likely rather specific to the situation.

 

If you post the modified script (copy paste it inside a code box <blue brackets> then manually wrap it inside spoiler tags [.spoiler.] [./spoiler.] <== remove periods) someone might be able to see if there is anything wrong with the coding.

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ScriptName PlayerVampireQuestScript extends Quest Conditional

;Variable to track if the player is a vampire
;0 = Not a Vampire
;1 = Vampire
;2 = Vampire Stage 2
;3 = Vampire Stage 3
;4 = Vampire Stage 4
Int Property VampireStatus Auto Conditional

Message Property VampireFeedMessage Auto
Message Property VampireStageProgressionMessage Auto
Race Property ArgonianRace Auto
Race Property ArgonianRaceVampire Auto
Race Property BretonRace Auto
Race Property BretonRaceVampire Auto
Race Property DarkElfRace Auto
Race Property DarkElfRaceVampire Auto
Race Property HighElfRace Auto
Race Property HighElfRaceVampire Auto
Race Property ImperialRace Auto
Race Property ImperialRaceVampire Auto
Race Property KhajiitRace Auto
Race Property KhajiitRaceVampire Auto
Race Property NordRace Auto
Race Property NordRaceVampire Auto
Race Property OrcRace Auto
Race Property OrcRaceVampire Auto
Race Property RedguardRace Auto
Race Property RedguardRaceVampire Auto
Race Property WoodElfRace Auto
Race Property WoodElfRaceVampire Auto
Race Property CureRace Auto
Static Property XMarker Auto

Faction Property VampirePCFaction Auto

Float Property LastFeedTime Auto
Float Property FeedTimer Auto
GlobalVariable Property GameDaysPassed Auto

Idle Property VampireFeedingBedRight Auto
Idle Property VampireFeedingBedrollRight Auto
GlobalVariable Property VampireFeedReady Auto
imageSpaceModifier Property VampireTransformIncreaseISMD Auto
imageSpaceModifier Property VampireTransformDecreaseISMD Auto
effectShader property VampireChangeFX auto

Event OnUpdateGameTime()

;Feed timer
FeedTimer = GameDaysPassed.Value - LastFeedTime
; debug.trace(self + "Feed Timer is:" + FeedTimer + "days")


;Vampire progression should not happen if player is in combat or controls are locked or the player can't fast travel
; DLC01 - also skip progression if player is currently vampire lord
actor player = Game.GetPlayer()
If Game.IsMovementControlsEnabled() && Game.IsFightingControlsEnabled() && player.GetCombatState() == 0 && player.HasMagicEffect(DLC1VampireChangeEffect) == false && player.HasMagicEffect(DLC1VampireChangeFXEffect) == false
;If player hasn't fed, progress Vampirism
If (FeedTimer >= 3) && (VampireStatus == 3)
;add Stage 4 Vampire buffs and spells
VampireFeedReady.SetValue(3)
;VampireStageProgressionMessage.Show()
VampireStage4Message.Show()
VampireStatus = 4
VampireProgression(Game.GetPlayer(), 4)
;/ REMOVING HATE ON LEVEL 4 VAMPIRE
;All NPCs hate the evil Vampire
Game.GetPlayer().AddtoFaction(VampirePCFaction)
Game.GetPlayer().SetAttackActorOnSight()

int cfIndex = 0
Debug.Trace("VAMPIRE update: DLC1CrimeFactions = " + DLC1CrimeFactions)
Debug.Trace("VAMPIRE update: CrimeFactions before = " + CrimeFactions)
CrimeFactions = DLC1CrimeFactions
Debug.Trace("VAMPIRE update: CrimeFactions after = " + CrimeFactions)
while (cfIndex < CrimeFactions.GetSize())
Debug.Trace("VAMPIRE update: Setting enemy flag on " + CrimeFactions.GetAt(cfIndex))
(CrimeFactions.GetAt(cfIndex) as Faction).SetPlayerEnemy()
cfIndex += 1
endwhile
/;
;stop checking GameTime until the player feeds again
UnregisterforUpdateGameTime()
ElseIf FeedTimer >= 2 && (VampireStatus == 2)
;add Stage 3 Vampire buffs and spells
VampireFeedReady.SetValue(2)
VampireStageProgressionMessage.Show()
VampireStatus = 3
VampireProgression(Game.GetPlayer(), 3)
ElseIf FeedTimer >= 1 && (VampireStatus == 1)
;add Stage 2 Vampire buffs and spells
VampireFeedReady.SetValue(1)
VampireStageProgressionMessage.Show()
VampireStatus = 2
VampireProgression(Game.GetPlayer(), 2)
EndIf
Endif

EndEvent


Function VampireFeedBed()

Game.GetPlayer().PlayIdle(VampireFeedingBedRight)

EndFunction

Function VampireFeedBedRoll()

Game.GetPlayer().PlayIdle(VampireFeedingBedrollRight)

EndFunction

Function VampireChange(Actor Target)
;Effects for hiding the change
Game.DisablePlayerControls()
VampireChangeFX.play(Target)
VampireTransformIncreaseISMD.applyCrossFade(2.0)
ObjectReference myXmarker = Target.PlaceAtMe(Xmarker)
MAGVampireTransform01.Play(myXmarker)
myXmarker.Disable()
utility.wait(2.0)
imageSpaceModifier.removeCrossFade()
VampireChangeFX.stop(Target)

;Change player's race, defaults to Nord Vampire
if (Target.GetActorBase().GetRace() == ArgonianRace)
CureRace = ArgonianRace
Target.SetRace(ArgonianRaceVampire)
elseif (Target.GetActorBase().GetRace() == BretonRace)
CureRace = BretonRace
Target.SetRace(BretonRaceVampire)
elseif (Target.GetActorBase().GetRace() == DarkElfRace)
CureRace = DarkElfRace
Target.SetRace(DarkElfRaceVampire)
elseif (Target.GetActorBase().GetRace() == HighELfRace)
CureRace = HighELfRace
Target.SetRace(HighELfRaceVampire)
elseif (Target.GetActorBase().GetRace() == ImperialRace)
CureRace = ImperialRace
Target.SetRace(ImperialRaceVampire)
elseif (Target.GetActorBase().GetRace() == KhajiitRace)
CureRace = KhajiitRace
Target.SetRace(KhajiitRaceVampire)
elseif (Target.GetActorBase().GetRace() == NordRace)
CureRace = NordRace
Target.SetRace(NordRaceVampire)
elseif (Target.GetActorBase().GetRace() == OrcRace)
CureRace = OrcRace
Target.SetRace(OrcRaceVampire)
elseif (Target.GetActorBase().GetRace() == RedguardRace)
CureRace = RedguardRace
Target.SetRace(RedguardRaceVampire)
elseif (Target.GetActorBase().GetRace() == WoodElfRace)
CureRace = WoodElfRace
Target.SetRace(WoodElfRaceVampire)
endif

;Clear player's diseases
;VampireCureDisease.Cast(Target)
Target.RemoveSpell(DiseaseBoneBreakFever)
Target.RemoveSpell(DiseaseBrainRot )
Target.RemoveSpell(DiseaseRattles )
Target.RemoveSpell(DiseaseRockjoint )
Target.RemoveSpell(DiseaseWitbane )
Target.RemoveSpell(DiseasePorphyricHemophelia)
Target.RemoveSpell(DiseaseAtaxia)

;Clear player's trap diseases
;VampireCureDisease.Cast(Target)
Target.RemoveSpell(TrapDiseaseBoneBreakFever)
Target.RemoveSpell(TrapDiseaseBrainRot )
Target.RemoveSpell(TrapDiseaseRattles )
Target.RemoveSpell(TrapDiseaseRockjoint )
Target.RemoveSpell(TrapDiseaseWitbane )
Target.RemoveSpell(TrapDiseasePorphyricHemophelia)
Target.RemoveSpell(TrapDiseaseAtaxia)

;Make player Vampire Stage 1
VampireStatus = 1
VampireProgression(Game.GetPlayer(), 1)

;Setup the Feed Timers
RegisterForUpdateGameTime(12)
LastFeedTime = GameDaysPassed.Value

;Set the Global for stat tracking
PlayerIsVampire.SetValue(1)

Utility.Wait(1)
Game.EnablePlayerControls()

;If the player has been cured before, restart the cure quest
If VC01.GetStageDone(200) == 1
VC01.SetStage(25)
EndIf

EndFunction

Function VampireFeed()
;Effects for hiding the change
;VampireChangeFX.play(game.getPlayer())
VampireTransformDecreaseISMD.applyCrossFade(2.0)
utility.wait(2.0)
imageSpaceModifier.removeCrossFade()
;VampireChangeFX.stop(game.getPlayer())

Game.IncrementStat( "Necks Bitten" )
VampireFeedMessage.Show()
VampireFeedReady.SetValue(0)
;Game.ForceThirdPerson()
;Game.GetPlayer().PlayIdle(VampireFeedingBedRight)
;Player has fed, regress to Stage 1 Vampirisim
;Remove Stage 2, 3, and 4 buffs and spells
LastFeedTime = GameDaysPassed.Value
VampireStatus = 1
VampireProgression(Game.GetPlayer(), 1)

;Player is no longer hated. Only used for players that load DLC as a vampire
Game.GetPlayer().RemoveFromFaction(VampirePCFaction)
Game.GetPlayer().SetAttackActorOnSight(False)

int cfIndex = 0
Debug.Trace("VAMPIRE feed: DLC1CrimeFactions = " + DLC1CrimeFactions)
Debug.Trace("VAMPIRE feed: CrimeFactions before = " + CrimeFactions)
CrimeFactions = DLC1CrimeFactions
Debug.Trace("VAMPIRE feed: CrimeFactions after = " + CrimeFactions)
while (cfIndex < CrimeFactions.GetSize())
Debug.Trace("VAMPIRE: Removing enemy flag from " + CrimeFactions.GetAt(cfIndex))
(CrimeFactions.GetAt(cfIndex) as Faction).SetPlayerEnemy(false)
cfIndex += 1
endwhile

;Start checking GameTime again if we weren't already
UnregisterforUpdateGameTime()
RegisterForUpdateGameTime(12)


EndFunction

Function VampireProgression(Actor Player, int VampireStage)
;Swap out abilities depending on stage of Vampirism
If VampireStage == 2
VampireTransformIncreaseISMD.applyCrossFade(2.0)
utility.wait(2.0)
imageSpaceModifier.removeCrossFade()
Player.RemoveSpell(AbVampire01)
Player.RemoveSpell(AbVampire01b)
Player.AddSpell(AbVampire02b, abVerbose = False)
Player.AddSpell(AbVampire02, abVerbose = False)
Player.RemoveSpell(VampireStrength01)
Player.AddSpell(VampireStrength02, abVerbose = False)
Player.RemoveSpell(VampireSunDamage01)
Player.AddSpell(VampireSunDamage02, abVerbose = False)
Player.RemoveSpell(a_my_VampireStrength01M)
Player.AddSpell(a_my_VampireStrength02M, abVerbose = False)

Player.AddSpell(VampireDrain02, abVerbose = False)
;check to see if player has power equipped and switch them out
If Player.GetEquippedSpell(0) == VampireDrain01
Player.EquipSpell(VampireDrain02, 0)
EndIf

If Player.GetEquippedSpell(1) == VampireDrain01
Player.EquipSpell(VampireDrain02, 1)
EndIf
Player.RemoveSpell(VampireDrain01)

Player.AddSpell(VampireRaiseThrall02, abVerbose = False)
Player.RemoveSpell(VampireRaiseThrall01)

Player.AddSpell(VampireCharm)
ElseIf VampireStage == 3
VampireTransformIncreaseISMD.applyCrossFade(2.0)
utility.wait(2.0)
imageSpaceModifier.removeCrossFade()
Player.RemoveSpell(AbVampire01)
Player.RemoveSpell(AbVampire02)
Player.RemoveSpell(AbVampire01b)
Player.RemoveSpell(AbVampire02b)
Player.AddSpell(AbVampire03b, abVerbose = False)
Player.AddSpell(AbVampire03, abVerbose = False)

Player.AddSpell(VampireDrain03, abVerbose = False)
;check to see if player has power equipped and switch them out
If Player.GetEquippedSpell(0) == VampireDrain02 || Player.GetEquippedSpell(0) == VampireDrain01
Player.EquipSpell(VampireDrain03, 0)
EndIf

If Player.GetEquippedSpell(1) == VampireDrain02 || Player.GetEquippedSpell(1) == VampireDrain01
Player.EquipSpell(VampireDrain03, 1)
EndIf
Player.RemoveSpell(VampireDrain01)
Player.RemoveSpell(VampireDrain02)

Player.RemoveSpell(VampireRaiseThrall01)
Player.RemoveSpell(VampireRaiseThrall02)
Player.AddSpell(VampireRaiseThrall03, abVerbose = False)
Player.RemoveSpell(VampireStrength01)
Player.RemoveSpell(VampireStrength02)
Player.AddSpell(VampireStrength03, abVerbose = False)
Player.RemoveSpell(VampireSunDamage01)
Player.RemoveSpell(VampireSunDamage02)
Player.AddSpell(VampireSunDamage03, abVerbose = False)
Player.RemoveSpell(a_my_VampireStrength01M)
Player.RemoveSpell(a_my_VampireStrength02M)
Player.AddSpell(a_my_VampireStrength03M, abVerbose = False)

;Player.AddSpell(VampireHuntersSight)
Player.AddSpell(VampireCloak)
ElseIf VampireStage == 4
VampireTransformIncreaseISMD.applyCrossFade(2.0)
utility.wait(2.0)
imageSpaceModifier.removeCrossFade()
Player.RemoveSpell(AbVampire01)
Player.RemoveSpell(AbVampire02)
Player.RemoveSpell(AbVampire03)
Player.RemoveSpell(AbVampire01b)
Player.RemoveSpell(AbVampire02b)
Player.RemoveSpell(AbVampire03b)
Player.AddSpell(AbVampire04, abVerbose = False)
Player.AddSpell(AbVampire04b, abVerbose = False)

Player.AddSpell(VampireDrain04, abVerbose = False)
;check to see if player has power equipped and switch them out
If Player.GetEquippedSpell(0) == VampireDrain03 || Player.GetEquippedSpell(0) == VampireDrain02 || Player.GetEquippedSpell(0) == VampireDrain01
Player.EquipSpell(VampireDrain04, 0)
EndIf

If Player.GetEquippedSpell(1) == VampireDrain03 || Player.GetEquippedSpell(1) == VampireDrain02 || Player.GetEquippedSpell(1) == VampireDrain01
Player.EquipSpell(VampireDrain04, 1)
EndIf
Player.RemoveSpell(VampireDrain01)
Player.RemoveSpell(VampireDrain02)
Player.RemoveSpell(VampireDrain03)

Player.RemoveSpell(VampireRaiseThrall01)
Player.RemoveSpell(VampireRaiseThrall02)
Player.RemoveSpell(VampireRaiseThrall03)
Player.AddSpell(VampireRaiseThrall04, abVerbose = False)
Player.RemoveSpell(VampireStrength01)
Player.RemoveSpell(VampireStrength02)
Player.RemoveSpell(VampireStrength03)
Player.AddSpell(VampireStrength04, abVerbose = False)
Player.RemoveSpell(VampireSunDamage01)
Player.RemoveSpell(VampireSunDamage02)
Player.RemoveSpell(VampireSunDamage03)
Player.AddSpell(VampireSunDamage04, abVerbose = False)
Player.RemoveSpell(a_my_VampireStrength01M)
Player.RemoveSpell(a_my_VampireStrength02M)
Player.RemoveSpell(a_my_VampireStrength03M)
Player.AddSpell(a_my_VampireStrength04M, abVerbose = False)

Player.AddSpell(VampireInvisibilityPC)

ElseIf VampireStage == 1
Player.AddSpell(ABVampireSkills, abVerbose = False)
Player.AddSpell(ABVampireSkills02, abVerbose = False)
;it's mine
Player.AddSpell(a_my_VampireSpeed, abVerbose = False)
Player.AddSpell(a_my_VampireWaterbreathing, abVerbose = False)
Player.AddSpell(AbVampireSkills03_my_Vampire, abVerbose = False)
Player.AddSpell(a_my_VampireRegeneration, abVerbose = False)
Player.AddSpell(a_my_VampireStamineRegen, abVerbose = False)
Player.AddSpell(a_my_VampireCarryWeight, abVerbose = False)
Player.AddSpell(a_my_VampireLightningResistance, abVerbose = False)
Player.AddSpell(a_my_VampireReflexes, abVerbose = False)
Player.AddSpell(DLC1nVampireBatsSpell, abVerbose = False)
;end here
Player.RemoveSpell(AbVampire04)
Player.RemoveSpell(AbVampire02)
Player.RemoveSpell(AbVampire03)
Player.RemoveSpell(AbVampire04b)
Player.RemoveSpell(AbVampire02b)
Player.RemoveSpell(AbVampire03b)
Player.AddSpell(AbVampire01, abVerbose = False)
Player.AddSpell(AbVampire01b, abVerbose = False)

Player.AddSpell(VampireDrain01, abVerbose = False)
;check to see if player has power equipped and switch them out
If Player.GetEquippedSpell(0) == VampireDrain03 || Player.GetEquippedSpell(0) == VampireDrain04 || Player.GetEquippedSpell(0) == VampireDrain02
Player.EquipSpell(VampireDrain01, 0)
EndIf

If Player.GetEquippedSpell(1) == VampireDrain03 || Player.GetEquippedSpell(1) == VampireDrain04 || Player.GetEquippedSpell(1) == VampireDrain02
Player.EquipSpell(VampireDrain01, 1)
EndIf
Player.RemoveSpell(VampireDrain04)
Player.RemoveSpell(VampireDrain02)
Player.RemoveSpell(VampireDrain03)

Player.RemoveSpell(VampireRaiseThrall04)
Player.RemoveSpell(VampireRaiseThrall02)
Player.RemoveSpell(VampireRaiseThrall03)
Player.AddSpell(VampireRaiseThrall01, abVerbose = False)
Player.RemoveSpell(VampireStrength04)
Player.RemoveSpell(VampireStrength02)
Player.RemoveSpell(VampireStrength03)
Player.AddSpell(VampireStrength01, abVerbose = False)
Player.RemoveSpell(VampireSunDamage04)
Player.RemoveSpell(VampireSunDamage02)
Player.RemoveSpell(VampireSunDamage03)
Player.AddSpell(VampireSunDamage01, abVerbose = False)

Player.RemoveSpell(VampireCharm)
Player.RemoveSpell(VampireCloak)
Player.RemoveSpell(VampireInvisibilityPC)
EndIf
EndFunction

Function VampireCure(Actor Player)

Game.IncrementStat( "Vampirism Cures" )
;Stop tracking the Feed Timer
UnregisterforUpdateGameTime()

VampireStatus = 0
;Player is no longer hated
Player.RemoveFromFaction(VampirePCFaction)
Player.SetAttackActorOnSight(False)

;Remove all abilities
Player.RemoveSpell(DLC1VampireChange)
Player.RemoveSpell(ABVampireSkills)
Player.RemoveSpell(ABVampireSkills02)
Player.RemoveSpell(AbVampire01)
Player.RemoveSpell(AbVampire02)
Player.RemoveSpell(AbVampire03)
Player.RemoveSpell(AbVampire04)
Player.RemoveSpell(AbVampire01b)
Player.RemoveSpell(AbVampire02b)
Player.RemoveSpell(AbVampire03b)
Player.RemoveSpell(AbVampire04b)
Player.RemoveSpell(VampireDrain01)
Player.RemoveSpell(VampireDrain02)
Player.RemoveSpell(VampireDrain03)
Player.RemoveSpell(VampireDrain04)
Player.RemoveSpell(VampireRaiseThrall01)
Player.RemoveSpell(VampireRaiseThrall02)
Player.RemoveSpell(VampireRaiseThrall03)
Player.RemoveSpell(VampireRaiseThrall04)
Player.RemoveSpell(VampireStrength01)
Player.RemoveSpell(VampireStrength02)
Player.RemoveSpell(VampireStrength03)
Player.RemoveSpell(VampireStrength04)
Player.RemoveSpell(VampireSunDamage01)
Player.RemoveSpell(VampireSunDamage02)
Player.RemoveSpell(VampireSunDamage03)
Player.RemoveSpell(VampireSunDamage04)
Player.RemoveSpell(a_my_VampireStrength01M)
Player.RemoveSpell(a_my_VampireStrength02M)
Player.RemoveSpell(a_my_VampireStrength03M)
Player.RemoveSpell(a_my_VampireStrength04M)
Player.RemoveSpell(a_my_VampireSpeed)
Player.RemoveSpell(a_my_VampireWaterbreathing)
Player.RemoveSpell(AbVampireSkills03_my_Vampire)
Player.RemoveSpell(a_my_VampireRegeneration)
Player.RemoveSpell(a_my_VampireStamineRegen)
Player.RemoveSpell(a_my_VampireCarryWeight)
Player.RemoveSpell(a_my_VampireLightningResistance)
Player.RemoveSpell(a_my_VampireReflexes)
Player.RemoveSpell(DLC1nVampireBatsSpell)

Player.RemoveSpell(VampireCharm)
Player.RemoveSpell(VampireCloak)
Player.RemoveSpell(VampireInvisibilityPC)

;Change player's race, defaults to Nord
if (Player.GetRace() == ArgonianRaceVampire)
Player.SetRace(ArgonianRace)
elseif (Player.GetRace() == BretonRaceVampire)
Player.SetRace(BretonRace)
elseif (Player.GetRace() == DarkElfRaceVampire)
Player.SetRace(DarkElfRace)
elseif (Player.GetRace() == HighELfRaceVampire)
Player.SetRace(HighElfRace)
elseif (Player.GetRace() == ImperialRaceVampire)
Player.SetRace(ImperialRace)
elseif (Player.GetRace() == KhajiitRaceVampire)
Player.SetRace(KhajiitRace)
elseif (Player.GetRace() == NordRaceVampire)
Player.SetRace(NordRace)
elseif (Player.GetRace() == OrcRaceVampire)
Player.SetRace(OrcRace)
elseif (Player.GetRace() == RedguardRaceVampire)
Player.SetRace(RedguardRace)
elseif (Player.GetRace() == WoodElfRaceVampire)
Player.SetRace(WoodElfRace)
endif

;Set the Global for stat tracking
PlayerIsVampire.SetValue(0)

;make sure Hunter's Sight is gone
Player.RemoveSpell(VampireHuntersSight)

EndFunction

Spell Property AbVampire01 Auto
Spell Property AbVampire02 Auto
Spell Property AbVampire03 Auto
Spell Property AbVampire04 Auto
Spell Property AbVampire01b Auto
Spell Property AbVampire02b Auto
Spell Property AbVampire03b Auto
Spell Property AbVampire04b Auto

Spell Property VampireDrain01 Auto
Spell Property VampireDrain02 Auto
Spell Property VampireDrain03 Auto
Spell Property VampireDrain04 Auto

Spell Property VampireRaiseThrall01 Auto
Spell Property VampireRaiseThrall02 Auto
Spell Property VampireRaiseThrall03 Auto
Spell Property VampireRaiseThrall04 Auto

Spell Property VampireStrength01 Auto
Spell Property VampireStrength02 Auto
Spell Property VampireStrength03 Auto
Spell Property VampireStrength04 Auto

Spell Property a_my_VampireStrength01M Auto
Spell Property a_my_VampireStrength02M Auto
Spell Property a_my_VampireStrength03M Auto
Spell Property a_my_VampireStrength04M Auto

Spell Property a_my_VampireSpeed Auto
Spell Property a_my_VampireWaterbreathing Auto
Spell Property AbVampireSkills03_my_Vampire Auto
Spell Property a_my_VampireRegeneration Auto
Spell Property a_my_VampireStamineRegen Auto
Spell Property a_my_VampireCarryWeight Auto
Spell Property a_my_VampireLightningResistance Auto
Spell Property a_my_VampireReflexes Auto
Spell Property DLC1nVampireBatsSpell Auto

Spell Property VampireSunDamage01 Auto
Spell Property VampireSunDamage02 Auto
Spell Property VampireSunDamage03 Auto
Spell Property VampireSunDamage04 Auto

Spell Property VampireHuntersSight Auto
Spell Property VampireCharm Auto
Spell Property VampireCloak Auto
Spell Property VampireInvisibilityPC Auto

Spell Property VampireCureDisease Auto

Spell Property ABVampireSkills Auto
Spell Property ABVampireSkills02 Auto

Spell Property DiseasePorphyricHemophelia Auto


GlobalVariable Property PlayerIsVampire Auto

Sound Property MagVampireTransform01 Auto

Spell Property DiseaseAtaxia auto
Spell Property DiseaseBoneBreakFever Auto
Spell Property DiseaseBrainRot Auto
Spell Property DiseaseRattles Auto
Spell Property DiseaseRockjoint auto
Spell Property DiseaseWitbane Auto
;Trap Diseases that also need to be removed
Spell Property TrapDiseaseAtaxia auto
Spell Property TrapDiseaseBoneBreakFever Auto
Spell Property TrapDiseaseBrainRot Auto
Spell Property TrapDiseaseRattles Auto
Spell Property TrapDiseaseRockjoint auto
Spell Property TrapDiseaseWitbane Auto
Spell Property TrapDiseasePorphyricHemophelia Auto

Message Property VampireStage4Message Auto

Quest Property VC01 Auto
FormList Property CrimeFactions Auto

SPELL Property DLC1VampireChange Auto

FormList Property DLC1CrimeFactions Auto

; used to check for player in vampire lord form
MagicEffect Property DLC1VampireChangeEffect Auto
MagicEffect Property DLC1VampireChangeFXEffect Auto

 

 

Well, it's a very simple modification. I just added some spells.

Edited by Nissiku
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Are you waiting the appropriate amount of time to ensure that you are in the correct stages?

Is it only your added spells/abilities that are not being added?

 

Have you tried manually adding the spells/abilities via console and testing them to ensure that they work?

 

I, personally, have no idea what might be the problem or how to resolve it. I'm simply trying to come up with questions that might have some bearing on the situation.

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Are you waiting the appropriate amount of time to ensure that you are in the correct stages?

Is it only your added spells/abilities that are not being added?

Have you tried manually adding the spells/abilities via console and testing them to ensure that they work?

 

Yes, I did it. And yes, it seems that other spells adding correctly.

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  • 2 weeks later...

I was wondering if it's possible to make an item that you can carry around with you into a teleporter. Like a portable teleporter. Kind of like those black books in dragonborn. Only instead like a gem or something. I've been trying to do this for a while now, but I can only find teleportation spells. Any help would be much appreciated

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I was wondering if it's possible to make an item that you can carry around with you into a teleporter. Like a portable teleporter. Kind of like those black books in dragonborn. Only instead like a gem or something. I've been trying to do this for a while now, but I can only find teleportation spells. Any help would be much appreciated

You need to have an object that you use MoveTo() to move the player to. I would recommend an Xmarker as they are invisible. You have your item that you are carrying. It either needs to be something that is equipped or set it up to be activated with a SKSE hot key. However you choose to do it, the script on the carried item would call the MoveTo() function and transport the player to the designated location. If you want to return to where the player transported from, have a second Xmarker tucked away somewhere that you first MoveTo() the player before moving the player the first time. You would use a bool variable and toggle between going and coming.

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