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[LE] How to give player a disease after dialogue option?


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Hey all,

 

running into a new challenge.

So I am hoping you can help me out.

 

At a certain moment in the quest, the player can give the wrong answer and I want him or her to attract a disease (brain rot in the this case).

 

Does anyone know how to do this. I have been tinkering with papyrus fragments, but this was to no avail.

 

Please let me know and thanks!

 

 

Aurelius

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At the end of your dialogue (in the "script" section > Begin - End), the dialogue / line that the answer is wrong add.

Game.GetPlayer().AddSpell(MySpell)

-compile-

Then click on the Properties and add a Property > Spells, then find your disease from the dropdown menu > exit.

You are done.


* 'MySpell' can be named whatever you like, but if you put the actual name of the spell then you can just hit the "Auto-Fill" button after you have added a property and the spell will be fill without the need to search it from the drop down menu.


Here is a video that shows how begin - end fragments works.




I hope it helps

Edited by maxarturo
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