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...

DarkPhoenix

Allies
  • Posts

    8
  • Joined

  • Last visited

    Never

Profile Information

  • Location
    Houston Tx.
  • Interests
    Modding, duh.

DarkPhoenix's Achievements

Layman

Layman (1/11)

0

Reputation

  1. No luck, I just tried it with both onactivate and onequip. I still have the same problem. Does anyone know why the counter wouldn't be incrementing, or if there is another way to write this?
  2. I've got another quick question then. I'm using a spell to test that everything gets enabled corecttly, however, it wont seem to work. here is the script: scn AADarksTestSpellScript short doonce begin scripteffectstart if doonce == 0 AADarksBasicLightParentRef.enable elseif doonce == 1 AADarksBasicSuppliesParentRef.enable elseif doonce == 2 AADarksBasicFurnitureRef.enable elseif doonce == 3 AADarksBasicLightParentRef.disable elseif doonce == 4 AADarksBasicSuppliesParentRef.disable elseif doonce == 5 AADarksBasicFurnitureRef.disable endif end begin scripteffectfinish if doonce == 0 set doonce to 1 elseif doonce == 1 set doonce to 2 elseif doonce == 2 set doonce to 3 elseif doonce == 3 set doonce to 4 elseif doonce == 4 set doonce to 5 else set doonce to 0 endif end The purpose of the spell is that different things are enabled everytime I cast it. I've tried different variations but all that seems to be enabled is the reference that I put first, any othere references dont enable. If anybody has any ideas why this is, they would be much appreciated. -Dark
  3. Hey, I've got a quick question about how to use the enable command. I haven't found any reliable information on this and as far as I understand this is the command used to make furniture appear, in this instance I am trying to establish a base camp that is slowly built through stages. I have the entire first stage built and and everything is initially disabled, but I cannot for the life of me figure out how to enable it. Any help would be much appreciated. Thanks. -Dark
  4. thanks a lot, that was what I needed. I've got it now.
  5. Hey, I'm just toying around with an idea for a mod right now, and I am trying to give the player a spell that that will open a portal like the one that Mankar Camaron uses in the main quest. However, I can't seem to get it to work. Here is the script that I'm using: scn AADPPortalTest begin scripteffectstart AADPPortalTestRef.disable end begin scripteffectfinish AADPPortalTestRef.moveto player AADPPortalTestRef.enable end When my reference object is any other door, this script works great, but if this particular portal is used as the reference, nothing happens. Any Ideas?
×
×
  • Create New...