Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

Brecca

Allies
  • Posts

    8
  • Joined

  • Last visited

Brecca's Achievements

Layman

Layman (1/11)

0

Reputation

  1. I tried to figure this out on my own but I'm just stumped at this point. If I could just get past this problem, I should be able to finish the entire spell on my own.
  2. ScriptName aaBookTeleportScript extends ObjectReference ObjectReference Property TeleportLocation auto Message Property ChoiceMessage auto Static Property XMarkerHeading auto ObjectReference ReturnMarker Actor Property PlayerRef auto auto State TeleportState Event OnRead() Utility.WaitMenuMode(1.0) int choice = ChoiceMessage.Show() if (choice == 0) ; do nothing elseif (choice == 1) ReturnMarker = PlayerRef.PlaceAtMe(XMarkerHeading, 1) PlayerRef.MoveTo(TeleportLocation) GotoState("ReturnState") endif EndEvent EndState State ReturnState Event OnRead() Utility.WaitMenuMode(1.0) int choice = ChoiceMessage.Show() if (choice == 0) ; do nothing elseif (choice == 1) PlayerRef.MoveTo(ReturnMarker) ReturnMarker.Delete() GotoState("TelePortState") endif EndEvent EndState Here we are, one teleporting book script
  3. Whelp, that did it Really appreciate the help, I am very excited, Thank you!
  4. What do I need to set up for the properties? Or do I leave them be?
  5. Great news! It compiled successfully and worked on the first try in game. So, for the Return function, apparently I would need to make a script that drops a marker in my place before teleport then reference back to it when the book is read again? So would I need to use a true/false set up? Also, is there a way I can delay the script to wait for the book to open before the choice? Right now the choices pop up before the book opens. Really a nitpick, if its too much work I won't bother.
  6. Hey, I'm currently trying to work on a script that when reading a book a message will pop up saying: (1.Don't Read) (2. Read). Not reading the book will cancel the script while reading will teleport the player to a marker in a dungeon. This is what I currently have: *This originally was the Ogh.Inf. script* Currently this isn't compiling though, so I'm checking to see if I had done anything wrong. Also note that my experience with scripting goes back to Monday Besides that I'm also wanting to add a Return function to the script so that when the book is read again it sends the player back to the original location. I am not so sure on where to start.
  7. Ah, my mistake I was getting the black books confused with the oghma infinium in functioning similarly. I wanted the book to be able to be picked up first before activating the script much like you can do with the Ogh.Inf., then the flipping of the page transports you. I tried decompiling the scripts with DEX.D to see if I could identify the functions of the scripts and trim the quest related stuff but those are beyond my freshman knowledge of scripting.
  8. Hiya, I'm looking for a script that functions like that of the Black Books from the Dragonborn DLC. When you open the book and turn the first page the book teleports you to a defined location, so a marker in a world i'm making. It doesn't have to have a return function, sending you back to the original place of casting if used again, but that would be very convenient! Thanks
×
×
  • Create New...