TheWanderer001 Posted February 22, 2020 Share Posted February 22, 2020 (edited) I'm thinking this should be easy but... I've created an Activator (also tried with a basic staic) and added a script which I thought would dectect if it is hit by a spell using OnHit() and OnMagicEffectApply(()neither seem to work :sad: All I'm trying to do is dectect when the player casts a spell on a specific object. UpDateOkay OnHit() does work with a static... just had to go about the spell dection a different way :) Event OnHit(ObjectReference akAggressor, Form akSource) If akSource.HasKeyword(MagicDamageShock) debug.notification( "Spark cast" ) Endif EndEvent Off to try and get the rest of the script to do what I want it to. Edited February 22, 2020 by TheWanderer001 Link to comment Share on other sites More sharing options...
cumbrianlad Posted February 28, 2020 Share Posted February 28, 2020 Hi, mate! i looked at this post because the 'Dragonborn' stones script that detects when the player has used 'Bend Will' on the stones is exactly what you needed. How are things going? I've been so involved with my own mod that I've never played the game for playing's sake for ages, so I still haven't used Miserith... sorry! Link to comment Share on other sites More sharing options...
TheWanderer001 Posted February 28, 2020 Author Share Posted February 28, 2020 Hi... long time :) I got it working... although there is probably a better way to do it. It's was for smelter I came up with to use in my latest player base mod.https://www.nexusmods.com/skyrimspecialedition/mods/32842?tab=files&BH=0 How is your mod coming on? Link to comment Share on other sites More sharing options...
cumbrianlad Posted February 28, 2020 Share Posted February 28, 2020 Long time no speak, my friend! I've just checked the link... I see that you've got the usual morons who can't find their own a**e with a spoon are downloading the mod... ... heaven help them if they download mine! I don't always use quest markers, there are clues that are only found by truly reading books and they get penalized by ignoring the warnings left in books and message boxes. The mod is going great, with one last piece to fit. Everything else works. I've posted about it. I want a death script to be used in a quest to remove gold from the final reward chest... it's just not working. The quest fires, the actors are killed... nothing happens! The joys of making mods, eh? Edit: my script was fine. I'd just added the gold to the base item and was trying to remove it from the alias. I've removed the gold from the base chest and added it to the alias inventory and it's all hunky dory now. Link to comment Share on other sites More sharing options...
TheWanderer001 Posted February 28, 2020 Author Share Posted February 28, 2020 Yea there's always at least one :D Link to comment Share on other sites More sharing options...
cumbrianlad Posted March 1, 2020 Share Posted March 1, 2020 I thought that was the last bit that needed sorting until my last test... Getting there, though! Damn, but I'd missed a couple of normal textures not being assigned to the right place in the nif files. If I'd uploaded that, at best the player wouldn't have seen my lovely 'No Swimming' sign. At worst CTD. Link to comment Share on other sites More sharing options...
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