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Posted (edited)

I've fixed up the script a bit and organized some stuff more logically. Compiles.

Use the script on the spell's magic effect of course. The akTarget variable will fill automatically with whatever creature you cast the spell on.

I'm assuming that you're using the "AlreadyTamedGlobal" global variable so that you can only have one tamed creature at any time? Otherwise the use of the global variable is not suitable that way.

 

 

  Reveal hidden contents

 

Edited by steve40
Posted

I tested the script and it seems to be working, but not the whole script. What i can see is that he is changing race acording to plan. however, he is still attacking me. I there is a

stopcombat() in the script so it shouldt be the case. What do you think is causing this?

Posted

That could be caused by several things:

Aggression could be too high – reduce it.

The creature might be a member of more than 1 faction that is hostile – Use RemoveFromAllFactions instead.

The creature might be becoming hostile again before the faction change. – Use StopCombatAlarm as well.

 

Possibly also use EnableAI(false) to turn it’s AI off while you work on the creature and EnableAI() to turn it back on when you’re ready.

 

Possibly also use MakePlayerFriend()

 

Try combinations of these until it works. Changes like the one you’re trying can be tricky and unpredictable and the only way to be sure if it will work is to try it out.

Posted
What Eckss suggests. You can also try adding another StopCombat() near the end of the script after the factions are set, just before the SuccessMessage01 is shown.
Posted

It would still seem like it doesnt work, however.. The Beast Stopped attacking me, and changed race, but he didt become the alias that i set him to be. Therefor i could not speak with him ( he didt get the follower dialog ). for a animal follower to work they need a special script attached to them, but since this "aktarget" can be a random beast i want the quest to pick him up as an alias, cause i´ve set up the alias with all the neccessary Scripts etc.

 

 

Anyone have a clue whats wrong?

 

all that comes up now is the debug.notification that says " Target´s not Valid for taming ". like if some requirement weren´t met :/

Posted (edited)

I'm not experienced at doing quests, but you could try passing the ReferenceAlias to your script as a property:

 

ReferenceAlias Property myAlias auto

 

just rename "myAlias" to match the name of your alias so you can auto-fill the property

 

then try this:

 

myAlias.ForceRefTo(akTarget)

Edited by steve40
Posted
It would seem like it doesnt work, atleast the " Not valid for taming " is gone now since i put the " TamedBeastAlias.ForceRefTo(akTarget) " inside the script, but it would seem like it doesnt do something with it, no dialogue doesnt work anyway. Any more suggestions? :)
Posted

I'm in the same boat, I always have trouble getting Aliases to work and I usually give up and try a different method. (In your case that would be to disable the creature and replace it with a new one that is already set up with everything you want.)

 

However, in the Alias situation, if the error has stopped, does that mean that the Alias is filled? If so, perhaps you need to look at the conditions you've put on the dialogue to see what's stopping it from coming up.

 

Eck.

Posted

here is how the script looks ATM:

 

Scriptname aaTameBeastScriptEffect01 extends ActiveMagicEffect

 

import ReferenceAlias

import Quest

 

ReferenceAlias Property TamedBeastAlias Auto

 

GlobalVariable Property AlreadyTamedGlobal Auto

 

Faction Property CreatureFaction Auto

Faction Property FollowerFaction Auto

Faction Property PlayerFaction Auto

Faction Property TamedBeastFaction Auto

Faction Property CurrentFollowerFaction Auto

 

Keyword Property Creature Auto

Keyword Property ActorTypeCreature Auto

 

Message Property FailMessage01 Auto

Message Property failMessage02 Auto

Message Property SuccessMessage01 Auto

 

Race Property BearSnow Auto

Race Property BearBlack Auto

Race Property BearBrown Auto

Race Property Goat Auto

Race Property TrollIce Auto

Race Property Deer Auto

Race Property Mammoth Auto

Race Property WolfRace Auto

Race Property CharusRace Auto

Race Property FoxRace Auto

Race Property SpiderRace01 Auto

Race Property SpiderRace02 Auto

Race Property MudcrabRace Auto

Race Property SabreCatRace Auto

Race Property SabreCatSnow Auto

Race Property SprigganRace Auto

 

Race Property TamedBearBlackRace Auto

Race Property TamedBearBrownRace Auto

Race Property TamedBearSnowRace Auto

Race Property TamedChaurusRace Auto

Race Property TamedElkRace Auto

Race Property TamedFoxRace Auto

Race Property TamedFrostbiteSpiderRace Auto

Race Property TamedFrostBiteSpiderGiant Auto

Race Property TamedGoatRace Auto

Race Property TamedMammothRace Auto

Race Property TamedMudcrabRace Auto

Race Property TamedSabreCatRace Auto

Race Property TamedSabreCatSnowyRace Auto

Race Property TamedSprigganRace Auto

Race Property TamedTrollFrostRace Auto

Race Property TamedTrollRace Auto

Race Property TamedWispRace Auto

Race Property TamedWolfRace Auto

Race Property TamedDeerRace Auto

 

Topic Property FollowMeTopic Auto

Race CureRace

Event OnEffectStart(Actor akTarget, Actor akCaster)

 

float AlreadyTamed = AlreadyTamedGlobal.GetValue()

If AlreadyTamed == 1

Debug.Notification("You already have a tamed creature.")

Return ; abort

EndIf

CureRace = akTarget.GetRace()

 

if !CureRace.HasKeyword(ActorTypeCreature)

AlreadyTamedGlobal.SetValue(0) ; Mark the spell as failed.

Debug.Notification("Target is not valid for taming")

FailMessage01.Show()

elseif CureRace.HasKeyword(ActorTypeCreature) && (CureRace == BearSnow || CureRace == BearBrown || CureRace == BearBlack || CureRace == CharusRace || CureRace == Goat \

|| CureRace == TrollIce || CureRace == Deer || CureRace == Mammoth || CureRace == WolfRace || CureRace == FoxRace || CureRace == SpiderRace01 || CureRace == SpiderRace02)

 

Debug.Notification("Target is valid for taming")

AkTarget.StopCombat()

TamedBeastAlias.ForceRefTo(akTarget)

if (CureRace == BearSnow)

akTarget.SetRace(TamedBearSnowRace)

elseif (CureRace == BearBrown)

akTarget.SetRace(TamedBearBrownRace)

elseif (CureRace == BearBlack)

akTarget.SetRace(TamedBearBlackRace)

elseif (CureRace == CharusRace)

akTarget.SetRace(TamedChaurusRace)

elseif (CureRace == Goat)

akTarget.SetRace(TamedGoatRace)

elseif (CureRace == TrollIce)

akTarget.SetRace(TamedTrollFrostRace)

elseif (CureRace == Deer)

akTarget.SetRace(TamedDeerRace)

elseif (CureRace == Mammoth)

akTarget.SetRace(TamedMammothRace)

elseif (CureRace == WolfRace)

akTarget.SetRace(TamedWolfRace)

elseif (CureRace == FoxRace)

akTarget.SetRace(TamedFoxRace)

elseif (CureRace == SpiderRace01)

akTarget.SetRace(TamedFrostbiteSpiderRace)

elseif (CureRace == SpiderRace02)

akTarget.SetRace(TamedFrostbiteSpiderGiant)

else

;Debug.Trace("[Dark Gift][Warning] " + akTarget + " is not a known race. Defaulting to Imperial vampire.")

AlreadyTamedGlobal.SetValue(0) ; Mark the spell as failed. The race was not in the list.

endif

 

Utility.Wait(2) ; wait a couple of seconds for the race to change

If AkTarget.GetRace() != CureRace ; test that the race has changed

 

AkTarget.RemoveFromAllFactions()

AkTarget.AddToFaction(TamedBeastFaction)

AkTarget.AddToFaction(playerFaction)

AkTarget.AddToFaction(FollowerFaction)

AkTarget.SetFactionRank(CurrentFollowerFaction, -1)

AlreadyTamedGlobal.SetValue(1)

AkTarget.Stopcombat()

(Game.GetPlayer().AddSpell(FeedSpell, true))

(Game.GetPlayer().AddSpell(AbandonSpell, true))

FollowMeTopic.Add()

 

SuccessMessage01.Show()

EndIf

endif

 

if (AlreadyTamed == 0)

FailMessage02.Show()

Debug.Notification("Target is not valid for taming")

endif

 

EndEvent

 

SPELL Property FeedSpell Auto

 

SPELL Property AbandonSpell Auto

 

 

 

I removed the Aktarget = TamedBeastAlias.Getreference() as actor" and when i did the " Not valid for taming" vanished, but it doesnt seem like the alias is being filled,

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