jack013 Posted January 8, 2013 Share Posted January 8, 2013 (edited) so, i just want the ring to add the werewolf night eye when wearing it. i don't know anything about scripts and such. can i just add the same Game.GetPlayer().RemoveSpell(HircinesRingPower) on the next line/s with the night eye spell instead? edit: i had to add the Spell Property WerewolfNightEye auto as well. is that right? Scriptname DA05HircinesRingScript extends ObjectReference Spell Property HircinesRingPower auto Spell Property WerewolfNightEye auto Quest Property CompanionsCentralQuest auto Event OnEquipped(Actor akActor) if (akActor == Game.GetPlayer() && (CompanionsCentralQuest as CompanionsHousekeepingScript).PlayerHasBeastBlood) Game.GetPlayer().AddSpell(HircinesRingPower, false) Game.GetPlayer().AddSpell(WerewolfNightEye, false) endif EndEvent Event OnUnEquipped(Actor akActor) if (akActor == Game.GetPlayer() && (CompanionsCentralQuest as CompanionsHousekeepingScript).PlayerHasBeastBlood) Game.GetPlayer().RemoveSpell(HircinesRingPower) Game.GetPlayer().RemoveSpell(WerewolfNightEye) endif EndEvent Edited January 8, 2013 by jack013 Link to comment Share on other sites More sharing options...
Sulhir Posted May 13, 2014 Share Posted May 13, 2014 (edited) If possible, you should not modify original game files directly.Instead make a new script. Scriptname NewScriptName extends ObjectReference Spell Property HircinesRingPower auto Spell Property WerewolfNightEye auto Quest Property CompanionsCentralQuest auto Event OnEquipped(Actor akActor) if (akActor == Game.GetPlayer() && (CompanionsCentralQuest as CompanionsHousekeepingScript).PlayerHasBeastBlood) Game.GetPlayer().AddSpell(HircinesRingPower, false) Game.GetPlayer().AddSpell(WerewolfNightEye, false) endif EndEvent Event OnUnEquipped(Actor akActor) if (akActor == Game.GetPlayer() && (CompanionsCentralQuest as CompanionsHousekeepingScript).PlayerHasBeastBlood) Game.GetPlayer().RemoveSpell(HircinesRingPower) Game.GetPlayer().RemoveSpell(WerewolfNightEye) endif EndEvent Cut off half my message...Once it compiles add it to the item/spell/whatever the original script is attached to, fill all the properties to be as close to the original script as possible (your changes should be the only things different), then remove the old script and hit OK. Save your plugin. Turn it on, load up a clean save and see if it works. The other way has the potential to break the game if you made even the tiniest mistake. Edited May 13, 2014 by Sulhir Link to comment Share on other sites More sharing options...
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