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Tonycubed2

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Posts posted by Tonycubed2

  1. Acitvates when Actor Enters Combat

    
    ScriptName activateSelfOnCombatBegin extends Actor
    
    {Script that lives on an actor that simply activates itself on Combat Begin}
    
    
    import game
    
    import debug
    
    
    auto State waiting
    
    	Event OnCombatStateChanged(Actor actorRef, int combatState)
    
    		if combatState != 0 ; 0 = not in combat, so if the state isn't 0, they entered combat
    
    			gotoState("allDone")
    
    			activate(Self)
    
    		endIf
    
    	endEvent
    
    endState
    
    
    State allDone
    
    	;do nothing
    
    endState
    
    
    

  2. I would like to expand my mod that deals with ambushes while sleeping. Fast Travel and uisng the "T" key to mediate where highly requested additons. Players have requested that I add ambushes to them as well. But unlike the sleep procedure there are no quests associated with them, no script I could find. Fast Travel has a function command but that is all. I need to be ablle to interrupt both and add an encounter, then continue the event wether it be meditating or fast traveling.

    Any clues appreciated.

  3. I got the answer from "Tunaisafish" from Nexus, may help others:

    When you're editing a fragment you're only seeing part of a full auto-generated script.

    The parts you write in will reside within a function body... so use syntax appropriately for that.

    This means you can't declare or use properties right off the bat.

    It's a 3 stage process if you want to do that.

    1/ Save a dummy script in the fragment.

    ; Save me to create the fragment file.

    2/ Go to the properties editor and Add your property there.

    3/ Go back to the fragment and paste in your final function body.

    See the last part of the wiki FAQ about the not so intuitive fragment interface when using your own properties. At: http://www.creationkit.com/FAQ:_My_Script_Doesn%27t_Work!

    note: I had to follow the wiki instructions and rename the feragment to get access to the properties. Weird black magic stuff.

  4. Let me try to eplain better. If you go the Ckit, and go to the quest sections, then right click on any quest and go to edit, you will see a box with many tabs. One of the tabs says "dialogue views". Go there. Then in the column that says "Dialog Views" (same name as the tab, yes) go ahead and highlight a dialog. On the right hand side you will see a flowchart with the dialogue mapped out. Now, if you double click on a dialogue box, you will get a "Topic Info" box. this box has a place to type in the prompt in the conversation as well as a place for the npc response text. On the bottom of this Topic info box is a place to enter scripts, you can enter scripts in the begin section, and in the end section as papyrus fragments. There is also a place for a regular script.

    Since I am using dialogue options as a menu to raise or lower the odds of an encounter while sleeping, I need to run the script I posted here. To raise the odds by 10 . But it will no tlet me.

    the script runs everytime the player wants to raise the likelihood of being ambuhed while sleeping.

  5. Greetings,

    As part of my mod Sands of Time, which provides random ambushes while sleeping, I am making an in game menu to let the players set their own odds. Tedious because so much dialogue is needed and branching, but doable. I am using a npc that is spawned when a ring is worn and with conversation the player selects the odds for encounters. That all works, what I cannot solve is how to add either a script or papyrus frgment that does not need an Event to compile. I posted my script below. It will compile fine IF I put the code inside an Event, like

    for example "Event OnActivate(ObjectReference akActionRef)" with "EndEvent" at the end will let the script compile just fine. But since there is no activate event it does not fire off. I just need the script to run and make changes to the global variable. , I do not need any events at all to be checked for. Seems simple but I am stuck. Any ideas?

    Tonycubed2

    
    Scriptname innplus10 extends TopicInfo  
    
    
    GlobalVariable Property DreamsInn Auto
    
    Int increase
    
    
    if DreamsInn.GetValue()<91
    
    increase = DreamsInn.GetValueInt()
    
    DreamsInn.SetValue(Increase+10)
    
    Debug.MessageBox("Increased to : "+DreamsInn.GetValue())
    
    Elseif  DreamsInn.GetValue()<90
    
    Debug.MessageBox("Cannot increase beyong 100%")
    
    endif
    
    
    
    

  6. Hello,

    Been trying for hours to pass simple integer variables from a ini file to the mod/game. The wiki by Bethesda just says to make sure the ini file has the same name as the mod and that it will then be loaded. But it gives no idea of syntax.

    I tied this:

    [General]

    InnChance=99

    DungeonChance=40

    DraugrKeepChance=45

    AllOtherChance=99

    but the values never get seen by the mod in the game. Ther are all zero.

    Is there a special way to import them in?

  7. This is the hear of my mod Sands of Time. It modifies the game script PlayerSleepQuest (000FC1A2) to allow for sleeping to be randomly interrupted with the type of attackers beind dermined by location. the move to comand that moves the player to the exact spot he is in is crucial. It causes the sleep countdown to stop.

    
    ScriptName PlayerSleepQuestScript extends Quest
    
    
    import form
    
    
    Spell Property Rested Auto
    
    Spell Property WellRested Auto
    
    Spell Property MarriageSleepAbility Auto
    
    ReferenceAlias Property LoveInterest Auto
    
    Keyword Property LocTypeInn Auto
    
    Keyword Property LocTypePlayerHouse Auto
    
    Keyword Property LocTypeDungeon Auto
    
    Keyword Property LocTypeDraugrCrypt Auto
    
    Quest Property RelationshipMarriageFIN Auto
    
    Spell Property pDoomLoverAbility Auto
    
    CompanionsHousekeepingScript Property CHScript Auto
    
    int Property pSleeping  Auto Conditional
    
    Int random
    
    Int ambushnumb
    
    Int ambushnum2
    
    Int Property chance Auto
    
    ; all the actorbase monsters need to be deffined in properties.
    
    ActorBase Property Ambushers1 Auto
    
    ActorBase Property Ambushers2 Auto
    
    ActorBase Property Ambushers3 Auto
    
    ActorBase Property Ambushers4 Auto
    
    ActorBase Property Ambushers5 Auto
    
    ActorBase Property Ambushers6 Auto
    
    ActorBase Property Ambushers7 Auto
    
    ActorBase Property Ambushers8 Auto
    
    ActorBase Property Ambushers9 Auto
    
    ActorBase Property Ambushers10 Auto
    
    ActorBase Property Ambushers11 Auto
    
    ActorBase Property Ambushers12 Auto
    
    ActorBase Property Ambushers13 Auto
    
    ActorBase Property Ambushers14 Auto
    
    ActorBase Property Ambushers15 Auto
    
    ActorBase Property Ambushers16 Auto
    
    ActorBase Property Ambushers17 Auto
    
    ActorBase Property Ambushers18 Auto
    
    ActorBase Property Ambushers19 Auto
    
    ActorBase Property Ambushers20 Auto
    
    ActorBase Property Ambushers21 Auto
    
    ActorBase Property Ambushers22 Auto
    
    ActorBase Property Ambushers23 Auto
    
    ActorBase Property Ambushers24 Auto
    
    ActorBase Property Ambushers25 Auto
    
    ActorBase Property Ambushers26 Auto
    
    ActorBase Property Ambushers27 Auto
    
    ActorBase Property Ambushers28 Auto
    
    ActorBase Property Ambushers29 Auto
    
    ActorBase Property Ambushers30 Auto
    
    
    Function RemoveRested()
    
    
    	;remove all previous rested states
    
    	Game.GetPlayer().RemoveSpell(Rested)
    
    	Game.GetPlayer().RemoveSpell(WellRested)
    
    	Game.GetPlayer().RemoveSpell(MarriageSleepAbility)
    
    
    EndFunction
    
    
    
    Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)
    
    If Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypePlayerHouse) == False
    
    random = Utility.RandomInt(1, 100)
    
    ambushnumb = Utility.RandomInt(1, 10)
    
    ambushnum2 = ambushnumb
    
    chance = 20
    
    If Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypeInn) == True
    
    chance = 3
    
    EndIf
    
    If Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypeDungeon) == True
    
    chance = 40
    
    ambushnumb = ambushnum2 + 10
    
    EndIf
    
    If Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypeDraugrCrypt) == True 
    
    chance = 45
    
    ambushnumb = ambushnum2 + 20
    
    EndIf
    
    if random <= chance
    
    pSleeping = 1
    
    
    ;Utility.WaitMenuMode(Utility.RandomInt(1, 6))
    
    float SleepStart = afSleepStartTime * 24
    
    float SleepEnd = afDesiredSleepEndTime * 24
    
    float SleepTime = (SleepEnd - SleepStart) - 1
    
    Utility.WaitMenuMode(Utility.RandomFloat(0, SleepTime))
    
    	Game.DisablePlayerControls(ablooking = true, abCamSwitch = true)
    
    	       Game.ForceFirstPerson()
    
    ObjectReference PlayerRef = Game.GetPlayer()
    
    		 	  Game.GetPlayer().MoveTo(PlayerRef)
    
    			  Debug.MessageBox("Ambush!")
    
    Woozy.Apply()
    
    		Game.GetPlayer().PlayIdle (WakeUp)
    
    		Utility.Wait (1)
    
    		if ambushnumb == 1		
    
    		PlayerRef.PlaceActorAtMe (Ambushers1, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 2
    
    		PlayerRef.PlaceActorAtMe (Ambushers2, 1).StartCombat(Game.GetPlayer())
    
    				ElseIf ambushnumb == 3
    
    		PlayerRef.PlaceActorAtMe (Ambushers3, 1).StartCombat(Game.GetPlayer())	
    
    				ElseIf ambushnumb == 4
    
    		PlayerRef.PlaceActorAtMe (Ambushers4, 1).StartCombat(Game.GetPlayer())	
    
    		PlayerRef.PlaceActorAtMe (Ambushers7, 1).StartCombat(Game.GetPlayer())
    
    				ElseIf ambushnumb == 5
    
    		PlayerRef.PlaceActorAtMe(Ambushers5, 1).StartCombat(Game.GetPlayer())	
    
    		PlayerRef.PlaceActorAtMe (Ambushers8, 1).StartCombat(Game.GetPlayer())
    
    				ElseIf ambushnumb == 6
    
    		PlayerRef.PlaceActorAtMe (Ambushers6, 1).StartCombat(Game.GetPlayer())	
    
    				ElseIf ambushnumb == 7
    
    		PlayerRef.PlaceActorAtMe (Ambushers7, 1).StartCombat(Game.GetPlayer())	
    
    				ElseIf ambushnumb == 8
    
    		PlayerRef.PlaceActorAtMe (Ambushers8, 1).StartCombat(Game.GetPlayer())	
    
    				ElseIf ambushnumb == 9
    
    		PlayerRef.PlaceActorAtMe(Ambushers9, 1).StartCombat(Game.GetPlayer())	
    
    				ElseIf ambushnumb == 10
    
    		PlayerRef.PlaceActorAtMe(Ambushers10, 1).StartCombat(Game.GetPlayer())	
    
    		ElseIf ambushnumb == 10
    
    		PlayerRef.PlaceActorAtMe(Ambushers10, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 11
    
    		PlayerRef.PlaceActorAtMe(Ambushers11, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 12
    
    		PlayerRef.PlaceActorAtMe(Ambushers12, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 13
    
    		PlayerRef.PlaceActorAtMe(Ambushers13, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 14
    
    		PlayerRef.PlaceActorAtMe(Ambushers14, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 15
    
    		PlayerRef.PlaceActorAtMe(Ambushers15, 1).StartCombat(Game.GetPlayer())
    
    		PlayerRef.PlaceActorAtMe(Ambushers13, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 16
    
    		PlayerRef.PlaceActorAtMe(Ambushers16, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 17
    
    		PlayerRef.PlaceActorAtMe(Ambushers17, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 18
    
    		PlayerRef.PlaceActorAtMe(Ambushers18, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 19
    
    		PlayerRef.PlaceActorAtMe(Ambushers17, 1).StartCombat(Game.GetPlayer())
    
    		PlayerRef.PlaceActorAtMe(Ambushers19, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 20
    
    		PlayerRef.PlaceActorAtMe(Ambushers20, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 21
    
    		PlayerRef.PlaceActorAtMe(Ambushers21, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 22
    
    		PlayerRef.PlaceActorAtMe(Ambushers22, 1).StartCombat(Game.GetPlayer())
    
    		PlayerRef.PlaceActorAtMe(Ambushers21, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 23
    
    		PlayerRef.PlaceActorAtMe(Ambushers23, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 24
    
    		PlayerRef.PlaceActorAtMe(Ambushers24, 1).StartCombat(Game.GetPlayer())
    
    		PlayerRef.PlaceActorAtMe(Ambushers25, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 25
    
    		PlayerRef.PlaceActorAtMe(Ambushers25, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 26
    
    		PlayerRef.PlaceActorAtMe(Ambushers26, 1).StartCombat(Game.GetPlayer())
    
    		PlayerRef.PlaceActorAtMe(Ambushers27, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 27
    
    		PlayerRef.PlaceActorAtMe(Ambushers27, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 28
    
    		PlayerRef.PlaceActorAtMe(Ambushers28, 1).StartCombat(Game.GetPlayer())
    
    		PlayerRef.PlaceActorAtMe(Ambushers29, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 29
    
    		PlayerRef.PlaceActorAtMe(Ambushers29, 1).StartCombat(Game.GetPlayer())
    
    		ElseIf ambushnumb == 30
    
    		PlayerRef.PlaceActorAtMe(Ambushers30, 1).StartCombat(Game.GetPlayer())
    
    		PlayerRef.PlaceActorAtMe(Ambushers21, 1).StartCombat(Game.GetPlayer())
    
    EndIf
    
    Game.EnablePlayerControls()
    
    EndIf
    
    EndIf
    
    EndEvent
    
    
    
    
    Event OnSleepStop(bool abInterrupted)
    
    if pSleeping == 0
    
    ; 	debug.trace(self + "Player is sleeping")
    
    	If CHScript.PlayerHasBeastBlood == 1 && Utility.RandomInt(1, 100)>50
    
    ; 		Debug.Trace(Self + "Player is werewolf; no restedness on sleep.")
    
    		;RemoveRested()
    
    		;BeastBloodMessage.Show()
    
    	ElseIf Game.GetPlayer().HasSpell(pDoomLoverAbility) == 0
    
    		;don't run this if player has the Lover sign
    
    
    		If RelationshipMarriageFIN.IsRunning() == True && RelationshipMarriageFIN.GetStage() > 10 && Game.GetPlayer().GetCurrentLocation() == LoveInterest.GetActorRef().GetCurrentLocation()
    
    ; 			debug.trace(Self + "Giving player the Lover's Comfort spell on Sleep End")
    
    			MarriageRestedMessage.Show()
    
    			RemoveRested()
    
    			Game.GetPlayer().AddSpell(MarriageSleepAbility, abVerbose = false)
    
    		ElseIf Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypeInn) == True
    
    ; 			debug.trace(Self + "Giving player the Well Rested spell for sleeping in an Inn")	
    
    			WellRestedMessage.Show()
    
    			RemoveRested()
    
    			Game.GetPlayer().AddSpell(WellRested, abVerbose = false)
    
    		ElseIf Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypePlayerHouse) == True
    
    ; 			debug.trace(Self + "Giving player the Well Rested spell for sleeping in Player House")	
    
    			Game.GetPlayer().AddSpell(WellRested, abVerbose = false)
    
    		Else
    
    ; 			debug.trace(Self + "Giving player the Rested spell for sleeping")	
    
    			RestedMessage.Show()
    
    			RemoveRested()
    
    			Game.GetPlayer().AddSpell(Rested, abVerbose = false)
    
    		EndIf
    
    
    	EndIf
    
    	ElseIf pSleeping == 1
    
    	pSleeping = 0
    
    EndIf	
    
    EndEvent
    
    
    Message Property RestedMessage  Auto  
    
    
    Message Property WellRestedMessage  Auto  
    
    
    Message Property MarriageRestedMessage  Auto  
    
    
    Message Property BeastBloodMessage  Auto
    
    
    ImageSpaceModifier Property Woozy  Auto  
    
    
    Idle Property WakeUp  Auto  
    
    
    
    
    

  8. I found out that sleeping is a quest, and I found the relateted scripts attached to the quest, as well as a sleep package. But I am missing the one thing that calls the event. That counts down time. That is what I need to find. Don't want to use skse, trying to keep this simple for users.

    The Dark Brotherhood quest "with friends like this..." was a possible clue, as SPOILER SPOILER SPOILER once you receive a courier note and sleep in any bed you wake up some place else. So they are able to redirect the normal course of sleeping. Spent a couple of hours there, missing the part that checks wether a player is sleeping and transports him. Can't find it. END OF SPOILER

  9. I found the ck commands for sleep start and sleep finish, even a function for seeing how long a player has slept. But nowhere can I find a way to wake him up bofore the time is up. In m mod Danger Danger I want to cause random encounters when a player is sleeping in the wilds. We had this for Oblivion. Say, a 20 percent chance of bandits attacking, something like that.

    A work around I though of is using the endsleep event to insert my script there, then resetting time a few hours to make it look like the sleep was interrupted. But could not find any way to set the time to a past time.

  10. This script will play 10 different random spooky sounds in a graveyard. Remember to assign your sounds in Properties.

    
    Scriptname TombsHaunted extends ObjectReference   
    
    
    import sound 
    
    import game 
    
    import utility 
    
    GlobalVariable property GameHour auto 
    
    Float Property NoEarlierThan = 20.0 Auto   
    
    Float Property NoLaterThan = 4.0 Auto   
    
    int random 
    
    int random1  
    
    int random2  
    
    int random3  
    
    int random4  
    
    int myNum  
    
    int myLoop  
    
    int timer 
    
    int instanceID00 
    
    ObjectReference property mySoundOrigin auto 
    
    
    
    
    
    bool function IsTimeValid() 
    
            Float TT = GameHour.GetValue()    
    
                    if TT > 13 
    
                            if TT >= NoEarlierThan 
    
                            return TRUE 
    
                           endif 
    
                elseif TT <=  NoLaterThan     
    
                            return TRUE 
    
                    endif 
    
            Return FALSE 
    
    endFunction 
    
    
    
    Event OnTrigger(ObjectReference akActionRef) 
    
    Debug.Notification("Triggered") 
    
            if (akActionRef == Game.GetPlayer())  
    
                    if  IsTimeValid() 
    
                    Debug.Notification("Time is Valid") 
    
    Debug.Notification("timer is now: "+timer) 
    
    if timer < 1 
    
    timer = Utility.RandomInt(5, 25) 
    
    Debug.Notification("timer initialize: "+timer) 
    
    random = Utility.RandomInt(1, 100) 
    
    Debug.Notification("20 percent chance of moan: "+random) 
    
    if  random < 21 
    
    random1 = Utility.RandomInt(1, 100)  
    
    Debug.Notification("random1: "+random1) 
    
    if random1 < 8 && random1 > 0 
    
    instanceID00 = Zombie1TT.Play(Self) 
    
                             elseif random1 < 15 && random1 > 8  
    
    instanceID00 = Zombie2TT.Play(Self)                               
    
                             elseif random1 < 20 && random1 > 15 
    
    instanceID00 = Zombie3TT.Play(Self)                              
    
                             elseif random1 < 30 && random1 > 20 
    
    instanceID00 = Zombie4TT.Play(Self)                                 
    
                             elseif random1 < 40 && random1 > 30 
    
    instanceID00 = Zombie5TT.Play(Self)                                
    
                             elseif random1 < 50 && random1 > 40 
    
    instanceID00 = Zombie6TT.Play(Self)   
    
                             elseif random1 < 60 && random1 > 50  
    
    instanceID00 = Zombie7TT.Play(Self)                              
    
                             elseif random1 < 70 && random1 > 60 
    
    instanceID00 = Zombie8TT.Play(Self)                                  
    
                             elseif random1 < 80 && random1 > 70 
    
    instanceID00 = Zombie9TT.Play(Self)                                
    
                             elseif random1 < 90 && random1 > 80 
    
    instanceID00 = Zombie10TT.Play(Self) 
    
                             elseif random1 <101 && random1 > 90 
    
    instanceID00 = Zombie11TT.Play(Self) 
    
                            endif  
    
    endif 
    
                    endif 
    
            endif 
    
    endif 
    
    if timer >0 
    
    timer = timer - 1 
    
    Debug.Notification("timer minus 1: "+timer) 
    
    endif 
    
    EndEvent 
    
    
    
    
    
    
    
    
    
    
    Sound Property Zombie1TT  Auto   
    
    
    Sound Property Zombie2TT  Auto   
    
    
    Sound Property Zombie3TT  Auto   
    
    
    Sound Property Zombie4TT  Auto   
    
    
    Sound Property Zombie5TT  Auto   
    
    
    Sound Property Zombie6TT  Auto   
    
    
    Sound Property Zombie7TT  Auto   
    
    
    Sound Property Zombie8TT  Auto   
    
    
    Sound Property Zombie9TT  Auto   
    
    
    Sound Property Zombie10TT  Auto   
    
    
    Sound Property Zombie11TT  Auto  
    
    

  11. Repo_GenChat.png

    Welcome to the Skyrim Script Depository. Overtime this will contain working scripts to freely copy and learn from. It will take time, but I am hoping it will grow and be useful. The idea came from the NeverWinter days where such forums were very popular and helpful. Begginers were able to put several scripts together to create mods and grow in their skills.

    Special thanks to WilliSea for allowing this to be created under his classroom. He is also helping to administer it.

    There will be two topics that will be *sticky*, this one and "Script Requests"

    Basic Rules:

    1) Posting a script here makes it public for public use. Please do not post copyrighted scripts.

    2) Scripts need to be able to compile. Not a forum for developing or correcting scripts.

    3) Please be patient with me. I am learning most of this as I go along, including setting up this forum.

  12. First, the variable is not part of a quest script, and thus the CK wiki does not work for it. So maybe it has to be a quest script for a variable to be passed between two scripts?

    I doubt it though. In any case, the following script succesfully summons a ghoul when a potion is picked up the floor. Uses a local counter to only summon the ghoul one time even if picked up again. Works fine. But I need to let a second script elsewhere know that the potion was picked up. That is where I used the "Int Property TookPotion Auto" line.

    My script elsewhere needs to query TookPotion and if it is "5" perform stuff. But I cannot get it to do it. I tried using GetLinkedRef() but it confuses me and complained about mismatched types. I tried to "cast" the type using "PotionTaken = GetLinkedRef() as SpawnGhostPotion" and compiled but that does not allow me to query the Int "TookPotion". Help! I spent hours and hours on this.

    
    Scriptname SpawnGhostPotion extends ObjectReference  
    
    
    Import Game
    
    ActorBase Property UndeadGhost  Auto  
    
    ObjectReference Property bornpoint  Auto  
    
    Int Property PotionCurse  Auto
    
    Int Property TookPotion Auto
    
    
    Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
    
    if PotionCurse==0
    
    if akNewContainer == Game.GetPlayer() 
    
    bornpoint.PlaceAtMe  (UndeadGhost, 2)
    
    Debug.Notification("Undead!!") 
    
    PotionCurse=PotionCurse+1
    
    TookPotion=5
    
    EndIf
    
    EndIf
    
    EndEvent
    
    

  13. Lilith, thanks for the info. In my case, it does not apply , but good stuff to know.

    There is a way, there are several mods out that add sounds to skyrim and do so with a bsa file. I belive one of them is posted at tes. Maybe I can email the author..

    update: tried again with the kit. This time it DID save the wav files. Flaky software.

    .

  14. Ok, tried that with mix results. It does indeed create a bsa file with all the scripts. But even though the sounds I added to the game are listed as being part of the export to bsa, they do not make it into the bsa. It matters not if I drag and drop them to the windows, either way they do not get packed... :shrug:

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