Shadow9605 Posted December 4, 2020 Share Posted December 4, 2020 (edited) a Edited December 8, 2020 by Shadow9605 Link to comment Share on other sites More sharing options...
maxarturo Posted December 4, 2020 Share Posted December 4, 2020 If this is for a public mod, then i strongly recommend to NOT EDIT THE VANILLA SCRIPT !!!, you should never edit any game's scripts !. Description in scripts are meanly for the coder and the designer so that they won't get lost and to know what and where something does what. If you are testing this in a used / running / existing 'Save File' you will never see any changes, because scripts are stored in save files, in order to see any changes you need to test in a save file that has never seen the script. Or use 'COC' to test. I'm currently reading this from my tablet and i can't see sh** !!, the screen is too small, if no one else takes a look at this i'll come back sometime tomorrow. Have a nice weekend. Link to comment Share on other sites More sharing options...
Shadow9605 Posted December 4, 2020 Author Share Posted December 4, 2020 (edited) a Edited December 8, 2020 by Shadow9605 Link to comment Share on other sites More sharing options...
maxarturo Posted December 4, 2020 Share Posted December 4, 2020 There are mods that edit vanilla scripts and the majority of them warn the player about this in their description page and they all recommended to install the mod on a 'New Game'. I personally never install mods like this, just imagine if every modder would edit vanilla scripts, it would be a chaos and a guarantee recipe for game corruption, CTDs and freezes !. Let's say that: - If you have an activator in a cell, then you make a save. - Open CK and makes changes to that activator's script. - Then you load that save, the changes you made to your script will not be seen by the game because your save file has the script before the changes were made, so in most cases your activator & game will malfunction or freeze or CTD, anyhow you will have some undesirable behaviors. To test something like this you need to not load a save file and instead 'COC' from the game's menu to a cell, make a new 'Save File' and load that save, from here your 'Save File' has your script and you can do your testings accordingly to what your script does. Link to comment Share on other sites More sharing options...
Shadow9605 Posted December 5, 2020 Author Share Posted December 5, 2020 (edited) a Edited December 8, 2020 by Shadow9605 Link to comment Share on other sites More sharing options...
Shadow9605 Posted December 5, 2020 Author Share Posted December 5, 2020 (edited) a Edited December 8, 2020 by Shadow9605 Link to comment Share on other sites More sharing options...
blebinmawnor Posted December 22, 2020 Share Posted December 22, 2020 I'm wondering the same thing. Let's say I wanted to have the player learn "Frostbite" in addition to "Vampiric Drain" once they've become a Vampire. How would one go about doing that?I assumed it had something to do with the "PlayerVampireQuest". Or is it condition related? I'm lost. Link to comment Share on other sites More sharing options...
maxarturo Posted December 22, 2020 Share Posted December 22, 2020 (edited) @ blebinmawnor There are a couple of ways you could do this, i'll just post 3 of them: 1) Create a 'Dummy Quest' that will be monitoring the vanilla quest and have the player on a alias, once the specific stage of the vanilla quest is triggered or done, do your thing. * 'Dummy Quest' i call a quest that doesn't have stages and it doesn't 'Fire' in game, it's just used for things like this one, "Monitoring the Player". 2) If the specific vanilla quest stage is triggered in a specific cell (pre-fixed location), you could just place a 'Trigger Box' to check for either, if the vanilla spell has been added to the player or the quest stage, and then do your thing. 3) Make an 'Ability Spell' and added to the player. The 'Ab Spell' will have one of this conditions: - HasSpell > and monitor the spell added by the quest. - HasKeyword > and monitor for the keyword 'Vampire'. - IsUndead > it will fire once the player has turned into a vampire. - HasPerk > and monitor for the first perk related to vampires. Once the condition has been meet, the 'Magic Effect' script will run its script to add your spell and to remove the 'Ab Spell' once it has done its job. The Magic Effect dosen't needs to do anything just to hold your script. Merry christmas and stay at home. Edited December 22, 2020 by maxarturo Link to comment Share on other sites More sharing options...
blebinmawnor Posted December 22, 2020 Share Posted December 22, 2020 @maxarturo I should've come to this forum first...thank you! I can't tell you how many hours of research were wasted looking for this haha.Merry Christmas, stay safe, and stay sane. Link to comment Share on other sites More sharing options...
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