Print Posted December 14, 2008 Share Posted December 14, 2008 Hey guys I just stated making my own mods for oblivion.I decided to Make a spell and Ive been stuck ever sinceNow I've used the pre made in game spell options and all I'm trying to do now it get the spell to activate in game. Now Ive tried adding the spell id in game though the Player.addspell 908098 etc option but I just got the script failed error. So I tried to make a script for the spell. Could someone give me an example of a script that adds a spell to your spell book. Currently mine is begin Gamemode if (player.IsInCombat ==0) && (getStage CharacterGen >88) message "The Power Of Arcane Is now yours..." player.addspell ArcaneThunderBolt message "You Feel Godly." StopArcaneFamilyPower DCArcaneFamilyPower returnendif end But I'm sure you more experienced scribes see problems. But Is this at all right?Tnx. :wallbash: Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 14, 2008 Share Posted December 14, 2008 There are two problems, first, you are using an existng script which is based around elements within that mod, so they will of course, not work in your mod. When learning to script, you should try figuring out the main components of the script, and look at what functions that script uses. In this case, it is a condition statement, and an addspell function. Almost everything else about the spell is related to whatever mod you took that script from, to work within the purposes of that mod. So if we strip it down to just a condition to make sure that the spell only gets added once, and remove the extra stuff, you end up with something like this. scn PntSpelladdingscriptofsuperwonderment short once begin Gamemode if (once == 0) player.addspell ArcaneThunderBolt set once to 1 return endif endWhich, when attached to an activator or active quest script, will add the spell to the player once the script runs. You will know the spell is added by there being a message about it, removing the necessity of any flavor messages. But, this script will still probably not work right, even if it is attached to something active. This leads into the second problem. The second problem is that the game will rarely accept editor IDs in functions. So you will need to use the full form ID of the spell, which is the 8 digit number next to the editor ID. 908098 did not work because the game was looking in the 00 index for the spell, usually reserved for Oblivion.esm. if 908098 is the formID, you would need to use something like 01908098 in the function to tell the mod that you are linking to a spell made within that mod, or 00908098 if the spell you want to add is a spell which is part of Oblivion.esm. However, since there is no reason why anything would have that high of a formID within a mod, I would suspect that 908098 is not an actual ID. Another problem is that "StopArcaneFamilyPower DCArcaneFamilyPower" is not a normal scripting function. As this is a non-normal function, it relies on other mods and additions to be present to use it. But as your needs do not seem to require whatever this function does, you can just leave it out. Yet another reason why you should learn to script using base functions first, before even looking at anything related to OBSE. Hope that helps. Link to comment Share on other sites More sharing options...
Print Posted December 14, 2008 Author Share Posted December 14, 2008 Awesome tnx a lot, I did some research and now ive added some extra details to the spells and included a wep that's added. Only problem now is i have to script the enchantment and I know how to do that. Tnx a lot! Link to comment Share on other sites More sharing options...
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