Pellape Posted February 26, 2021 Share Posted February 26, 2021 (edited) What you need to learn now is how to attach a script to an object. The scull is there and the script but the script was not applied to the scull so I only had to apply it. Open the scull and look under its name and there you add scripts. The spell was a spell as well, not an ability and that kind of effects when you want something to effect someone constantly is not a spell as it is an ability, so I moved that spell from spells to abilities. Spells are something that is going on during a timed period, lets say a fireball, who is 1s long as the timer starts when it hits. A spell can consist of several effects. Lets add a poison to the fireball of 5s, when it hits, it updates it self 1 time every second until it ends and fades out. A spell has 3 parts.BeginningMiddleEndAn ability has a start and end but most abilities never end in reality but yours does as soon as you unequip that scull, well it do have a middle as well of course, a middle that never ends. Our birthsigns are abilities and soon you are given your birthsign it never leaves the player. Something that did struck me is that you get everything doubled?? The script does 2 things.Mod players AVAdds an ability Scriptname AnimalSkullScript short GotELSAnimalSkull Begin OnAdd Player if GotELSAnimalSkull == 0 player.ModActorValue luck 3 player.ModActorValue strength 3 player.ModActorValue personality 5 player.addspell ELSAnimalSkullAbility Messagebox "The Shaman Animal Skull increases your atributes." set GotELSAnimalSkull to 1 endif End Begin OnDrop Player if GotELSAnimalSkull == 1 player.ModActorValue luck -3 player.ModActorValue strength -3 player.ModActorValue personality -5 set GotELSAnimalSkull to 0 endif End It never removes the ability when you unequip the scull. Shall we add: player.RemoveSpell ELSAnimalSkullAbility In the lower section? otherwise the player will have that ability for an eternity. The complete script should then look like this: Scriptname AnimalSkullScript short GotELSAnimalSkull Begin OnAdd Player if GotELSAnimalSkull == 0 player.ModActorValue luck 3 player.ModActorValue strength 3 player.ModActorValue personality 5 player.addspell ELSAnimalSkullAbility Messagebox "The Shaman Animal Skull increases your atributes." set GotELSAnimalSkull to 1 endif End Begin OnDrop Player if GotELSAnimalSkull == 1 player.ModActorValue luck -3 player.ModActorValue strength -3 player.ModActorValue personality -5 player.RemoveSpell ELSAnimalSkullAbility ; Added by Pekka set GotELSAnimalSkull to 0 endif End Edited February 26, 2021 by Pellape Link to comment Share on other sites More sharing options...
Dimitrisgb Posted February 27, 2021 Author Share Posted February 27, 2021 (edited) I wrote that because I copied the scripts from other items and abilities. I corrected it now. How about that follow problem? Did you find anything? Edited February 27, 2021 by Dimitrisgb Link to comment Share on other sites More sharing options...
Pellape Posted February 28, 2021 Share Posted February 28, 2021 Not that I did look. You have to describe more when you want the questgiver to stop following. It is done with packages, changing packages so how did he get that package in the first place? Link to comment Share on other sites More sharing options...
Dimitrisgb Posted February 28, 2021 Author Share Posted February 28, 2021 I set the package to follow me as long as the quest is active: ELSBlackBowBandits > 10 AND ELSBlackbowbandits < 100. Link to comment Share on other sites More sharing options...
Pellape Posted February 28, 2021 Share Posted February 28, 2021 Oki. Then you have to remove it with the function RemoveScriptPackage and you could try to add this a the questscript or in the Quest it self as a result at 100. ELSDahlabhiRef.RemoveScriptPackage <NameofthePackage> So what is the name of the package and what is the Reference name of that NPC but I guess you did not name it but do that, name the reference to ELSDahlabhiRef. You might succeed to do it your self really at stage 100. Link to comment Share on other sites More sharing options...
Dimitrisgb Posted March 1, 2021 Author Share Posted March 1, 2021 Ok, it works. Thanks again for all the help. With this, the mod is almost ready. I 've got another question: why is it that rarely do master trainers offer their services above level 75? And sometimes not even 75? I have made some trainers in thiod and in some others that have their skill at level 100 amd are set to train up to lvl 100, but (with the exception of Alchemy), they never offer training above level 100? Espexially in Restoration... Link to comment Share on other sites More sharing options...
Pellape Posted March 2, 2021 Share Posted March 2, 2021 Well you need to mod your game I guess to be able to get above skill level 100 but this is far outside my expertise for sure. I never use the trainers in Oblivion but I did a lot in Morrowind and I do it every time I visit a town in Daggerfall. I did maybe 5 training sessions all together in Oblivion I guess. Very good you got it working :D Link to comment Share on other sites More sharing options...
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