Nissiku Posted April 6, 2014 Share Posted April 6, 2014 1. Not sure. I assigned properties in PlayerVampireQuest. Are there any other?2. Yes, I did. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 6, 2014 Share Posted April 6, 2014 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. Link to comment Share on other sites More sharing options...
Nissiku Posted April 6, 2014 Share Posted April 6, 2014 (edited)  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 4Int Property VampireStatus Auto ConditionalMessage Property VampireFeedMessage AutoMessage Property VampireStageProgressionMessage AutoRace Property ArgonianRace AutoRace Property ArgonianRaceVampire AutoRace Property BretonRace AutoRace Property BretonRaceVampire AutoRace Property DarkElfRace AutoRace Property DarkElfRaceVampire AutoRace Property HighElfRace AutoRace Property HighElfRaceVampire AutoRace Property ImperialRace AutoRace Property ImperialRaceVampire AutoRace Property KhajiitRace AutoRace Property KhajiitRaceVampire AutoRace Property NordRace AutoRace Property NordRaceVampire AutoRace Property OrcRace AutoRace Property OrcRaceVampire AutoRace Property RedguardRace AutoRace Property RedguardRaceVampire AutoRace Property WoodElfRace AutoRace Property WoodElfRaceVampire AutoRace Property CureRace AutoStatic Property XMarker AutoFaction Property VampirePCFaction AutoFloat Property LastFeedTime AutoFloat Property FeedTimer AutoGlobalVariable Property GameDaysPassed AutoIdle Property VampireFeedingBedRight AutoIdle Property VampireFeedingBedrollRight AutoGlobalVariable Property VampireFeedReady AutoimageSpaceModifier Property VampireTransformIncreaseISMD AutoimageSpaceModifier Property VampireTransformDecreaseISMD AutoeffectShader property VampireChangeFX autoEvent OnUpdateGameTime();Feed timerFeedTimer = 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 lordactor 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 VampirismIf (FeedTimer >= 3) && (VampireStatus == 3);add Stage 4 Vampire buffs and spellsVampireFeedReady.SetValue(3);VampireStageProgressionMessage.Show()VampireStage4Message.Show()VampireStatus = 4VampireProgression(Game.GetPlayer(), 4);/ REMOVING HATE ON LEVEL 4 VAMPIRE;All NPCs hate the evil VampireGame.GetPlayer().AddtoFaction(VampirePCFaction)Game.GetPlayer().SetAttackActorOnSight()int cfIndex = 0Debug.Trace("VAMPIRE update: DLC1CrimeFactions = " + DLC1CrimeFactions)Debug.Trace("VAMPIRE update: CrimeFactions before = " + CrimeFactions)CrimeFactions = DLC1CrimeFactionsDebug.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 += 1endwhile/;;stop checking GameTime until the player feeds againUnregisterforUpdateGameTime()ElseIf FeedTimer >= 2 && (VampireStatus == 2);add Stage 3 Vampire buffs and spellsVampireFeedReady.SetValue(2)VampireStageProgressionMessage.Show()VampireStatus = 3VampireProgression(Game.GetPlayer(), 3)ElseIf FeedTimer >= 1 && (VampireStatus == 1);add Stage 2 Vampire buffs and spellsVampireFeedReady.SetValue(1)VampireStageProgressionMessage.Show()VampireStatus = 2VampireProgression(Game.GetPlayer(), 2)EndIfEndifEndEventFunction VampireFeedBed()Game.GetPlayer().PlayIdle(VampireFeedingBedRight)EndFunctionFunction VampireFeedBedRoll()Game.GetPlayer().PlayIdle(VampireFeedingBedrollRight)EndFunctionFunction VampireChange(Actor Target);Effects for hiding the changeGame.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 Vampireif (Target.GetActorBase().GetRace() == ArgonianRace)CureRace = ArgonianRaceTarget.SetRace(ArgonianRaceVampire)elseif (Target.GetActorBase().GetRace() == BretonRace)CureRace = BretonRaceTarget.SetRace(BretonRaceVampire)elseif (Target.GetActorBase().GetRace() == DarkElfRace)CureRace = DarkElfRaceTarget.SetRace(DarkElfRaceVampire)elseif (Target.GetActorBase().GetRace() == HighELfRace)CureRace = HighELfRaceTarget.SetRace(HighELfRaceVampire)elseif (Target.GetActorBase().GetRace() == ImperialRace)CureRace = ImperialRaceTarget.SetRace(ImperialRaceVampire)elseif (Target.GetActorBase().GetRace() == KhajiitRace)CureRace = KhajiitRaceTarget.SetRace(KhajiitRaceVampire)elseif (Target.GetActorBase().GetRace() == NordRace)CureRace = NordRaceTarget.SetRace(NordRaceVampire)elseif (Target.GetActorBase().GetRace() == OrcRace)CureRace = OrcRaceTarget.SetRace(OrcRaceVampire)elseif (Target.GetActorBase().GetRace() == RedguardRace)CureRace = RedguardRaceTarget.SetRace(RedguardRaceVampire)elseif (Target.GetActorBase().GetRace() == WoodElfRace)CureRace = WoodElfRaceTarget.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 1VampireStatus = 1VampireProgression(Game.GetPlayer(), 1);Setup the Feed TimersRegisterForUpdateGameTime(12)LastFeedTime = GameDaysPassed.Value;Set the Global for stat trackingPlayerIsVampire.SetValue(1)Utility.Wait(1)Game.EnablePlayerControls();If the player has been cured before, restart the cure questIf VC01.GetStageDone(200) == 1VC01.SetStage(25)EndIfEndFunctionFunction 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 spellsLastFeedTime = GameDaysPassed.ValueVampireStatus = 1VampireProgression(Game.GetPlayer(), 1);Player is no longer hated. Only used for players that load DLC as a vampireGame.GetPlayer().RemoveFromFaction(VampirePCFaction)Game.GetPlayer().SetAttackActorOnSight(False)int cfIndex = 0Debug.Trace("VAMPIRE feed: DLC1CrimeFactions = " + DLC1CrimeFactions)Debug.Trace("VAMPIRE feed: CrimeFactions before = " + CrimeFactions)CrimeFactions = DLC1CrimeFactionsDebug.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 += 1endwhile;Start checking GameTime again if we weren't alreadyUnregisterforUpdateGameTime()RegisterForUpdateGameTime(12)EndFunctionFunction VampireProgression(Actor Player, int VampireStage);Swap out abilities depending on stage of VampirismIf VampireStage == 2VampireTransformIncreaseISMD.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 outIf Player.GetEquippedSpell(0) == VampireDrain01Player.EquipSpell(VampireDrain02, 0)EndIfIf Player.GetEquippedSpell(1) == VampireDrain01Player.EquipSpell(VampireDrain02, 1)EndIfPlayer.RemoveSpell(VampireDrain01)Player.AddSpell(VampireRaiseThrall02, abVerbose = False)Player.RemoveSpell(VampireRaiseThrall01)Player.AddSpell(VampireCharm)ElseIf VampireStage == 3VampireTransformIncreaseISMD.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 outIf Player.GetEquippedSpell(0) == VampireDrain02 || Player.GetEquippedSpell(0) == VampireDrain01Player.EquipSpell(VampireDrain03, 0)EndIfIf Player.GetEquippedSpell(1) == VampireDrain02 || Player.GetEquippedSpell(1) == VampireDrain01Player.EquipSpell(VampireDrain03, 1)EndIfPlayer.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 == 4VampireTransformIncreaseISMD.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 outIf Player.GetEquippedSpell(0) == VampireDrain03 || Player.GetEquippedSpell(0) == VampireDrain02 || Player.GetEquippedSpell(0) == VampireDrain01Player.EquipSpell(VampireDrain04, 0)EndIfIf Player.GetEquippedSpell(1) == VampireDrain03 || Player.GetEquippedSpell(1) == VampireDrain02 || Player.GetEquippedSpell(1) == VampireDrain01Player.EquipSpell(VampireDrain04, 1)EndIfPlayer.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 == 1Player.AddSpell(ABVampireSkills, abVerbose = False)Player.AddSpell(ABVampireSkills02, abVerbose = False);it's minePlayer.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 herePlayer.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 outIf Player.GetEquippedSpell(0) == VampireDrain03 || Player.GetEquippedSpell(0) == VampireDrain04 || Player.GetEquippedSpell(0) == VampireDrain02Player.EquipSpell(VampireDrain01, 0)EndIfIf Player.GetEquippedSpell(1) == VampireDrain03 || Player.GetEquippedSpell(1) == VampireDrain04 || Player.GetEquippedSpell(1) == VampireDrain02Player.EquipSpell(VampireDrain01, 1)EndIfPlayer.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)EndIfEndFunctionFunction VampireCure(Actor Player)Game.IncrementStat( "Vampirism Cures" );Stop tracking the Feed TimerUnregisterforUpdateGameTime()VampireStatus = 0;Player is no longer hatedPlayer.RemoveFromFaction(VampirePCFaction)Player.SetAttackActorOnSight(False);Remove all abilitiesPlayer.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 Nordif (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 trackingPlayerIsVampire.SetValue(0);make sure Hunter's Sight is gonePlayer.RemoveSpell(VampireHuntersSight)EndFunctionSpell Property AbVampire01 AutoSpell Property AbVampire02 AutoSpell Property AbVampire03 AutoSpell Property AbVampire04 AutoSpell Property AbVampire01b AutoSpell Property AbVampire02b AutoSpell Property AbVampire03b AutoSpell Property AbVampire04b AutoSpell Property VampireDrain01 AutoSpell Property VampireDrain02 AutoSpell Property VampireDrain03 AutoSpell Property VampireDrain04 AutoSpell Property VampireRaiseThrall01 AutoSpell Property VampireRaiseThrall02 AutoSpell Property VampireRaiseThrall03 AutoSpell Property VampireRaiseThrall04 AutoSpell Property VampireStrength01 AutoSpell Property VampireStrength02 AutoSpell Property VampireStrength03 AutoSpell Property VampireStrength04 AutoSpell Property a_my_VampireStrength01M AutoSpell Property a_my_VampireStrength02M AutoSpell Property a_my_VampireStrength03M AutoSpell Property a_my_VampireStrength04M AutoSpell Property a_my_VampireSpeed AutoSpell Property a_my_VampireWaterbreathing AutoSpell Property AbVampireSkills03_my_Vampire AutoSpell Property a_my_VampireRegeneration AutoSpell Property a_my_VampireStamineRegen AutoSpell Property a_my_VampireCarryWeight AutoSpell Property a_my_VampireLightningResistance AutoSpell Property a_my_VampireReflexes AutoSpell Property DLC1nVampireBatsSpell AutoSpell Property VampireSunDamage01 AutoSpell Property VampireSunDamage02 AutoSpell Property VampireSunDamage03 AutoSpell Property VampireSunDamage04 AutoSpell Property VampireHuntersSight AutoSpell Property VampireCharm AutoSpell Property VampireCloak AutoSpell Property VampireInvisibilityPC AutoSpell Property VampireCureDisease AutoSpell Property ABVampireSkills AutoSpell Property ABVampireSkills02 AutoSpell Property DiseasePorphyricHemophelia AutoGlobalVariable Property PlayerIsVampire AutoSound Property MagVampireTransform01 AutoSpell Property DiseaseAtaxia autoSpell Property DiseaseBoneBreakFever AutoSpell Property DiseaseBrainRot AutoSpell Property DiseaseRattles AutoSpell Property DiseaseRockjoint autoSpell Property DiseaseWitbane Auto;Trap Diseases that also need to be removedSpell Property TrapDiseaseAtaxia autoSpell Property TrapDiseaseBoneBreakFever AutoSpell Property TrapDiseaseBrainRot AutoSpell Property TrapDiseaseRattles AutoSpell Property TrapDiseaseRockjoint autoSpell Property TrapDiseaseWitbane AutoSpell Property TrapDiseasePorphyricHemophelia AutoMessage Property VampireStage4Message AutoQuest Property VC01 AutoFormList Property CrimeFactions AutoSPELL Property DLC1VampireChange AutoFormList Property DLC1CrimeFactions Auto; used to check for player in vampire lord formMagicEffect Property DLC1VampireChangeEffect AutoMagicEffect Property DLC1VampireChangeFXEffect Auto  Well, it's a very simple modification. I just added some spells. Edited April 6, 2014 by Nissiku Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 6, 2014 Share Posted April 6, 2014 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. Link to comment Share on other sites More sharing options...
Nissiku Posted April 6, 2014 Share Posted April 6, 2014  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. Link to comment Share on other sites More sharing options...
fruitierracer42 Posted April 16, 2014 Share Posted April 16, 2014 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 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 16, 2014 Share Posted April 16, 2014 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 appreciatedYou 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. Link to comment Share on other sites More sharing options...
fruitierracer42 Posted April 16, 2014 Share Posted April 16, 2014 I'm very glad someone responded. I posted this to a different forum and haven't gotten a reply, so thank you IsharaMeradin. I think I understand. But could you go into more detail, step by step if possible, for how to do this? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 16, 2014 Share Posted April 16, 2014 Check out Haven Bag to see an example of using MoveTo() from one location to a fixed designated location and then back to the original location. It is where I learned how to do it. Link to comment Share on other sites More sharing options...
fruitierracer42 Posted April 16, 2014 Share Posted April 16, 2014 This is probably gonna sound kind of stupid, but do I have to download that mod, or can I see what i need on its page? Because I have yet to be able to figure out how to use mods from the nexus inside the creation kit. Link to comment Share on other sites More sharing options...
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