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EpF

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Layman

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  1. Sure did! It's something else to see that behaviour in action - I'd wondered about it ever since I read about it. So, for the sake of argument, if I were releasing a mod with a feature like this, how would I update it? Would I have to disable the original button with the first script and replace it with a new button and script? Or would it be enough in this case to update the content of the original script? My understanding was that you couldn't update the content of a script because the game would always remember the first version, but that's different to the game assuming that script X is still attached to an object even if that object now only has script Y attached.
  2. I solved it - or at least loading a save without the mod loaded and then using the button fixes it. Sorry, I know you said only to use a clean save, but I thought I was avoiding the potential issue there by writing the script again with a new name. I didn't delete the old scripts though, so it seems that the game ran both the old and the new at the same time - even though the button only had one attached. So thanks, and apologies again
  3. Here's the code: Scriptname Class01Script3 extends ObjectReference Message Property Question Auto {Ask the player a question} Message Property Yes Auto {Player answered Yes} Message Property No Auto {Player answered No} MiscObject Property Gold001 Auto int Button EVENT onactivate(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() Button = Question.Show() If Button == 0 Yes.Show() Game.GetPlayer().AddItem(Gold001, 10000, false) ElseIf Button == 1 No.Show() EndIf EndIf endEVENT
  4. Thanks for this, WillieSea, and also for your generous attitude to sharing your work. The first time I compiled it I did the same as another commenter and didn't edit the Gold001 property, so nothing happened when I pressed the button. The second time, after I filled the property and reloaded, still nothing happened. Is this an example of updated scripts not overwriting their older versions in your savegame that I've heard of, or is it more likely that I did something wrong? It finally worked when I created a new script with the same code and add that one to the button, but when I use it in-game I have to press my replies twice - I press the physical button and then I have to press each answer buttons twice. What would cause that?
  5. Ok, that didn't work! It ended up being quite complicated with too many variables to figure out why not, but in the end I think changing a ward effect to constant rather than concentration won't work, but it has to be constant to be an ability. So I'll try it your way now, the only thing is I keep getting an error when I try to add a script: "The extends script does not exist, please pick one that does". Do you know what that's about? A google search came up with nothing useful...
  6. OK, interesting, interesting - thanks for not giving up! In the end it's kind of minor because so much of the magic that gets thrown at you is elemental, but for the purposes of the perk I'm trying to make, it's the principle of the thing and I'd love to get it right. Something I saw in the CK in Magic Effect is something called 'Equip Ability'. What if I make the invisible ward an ability that gets equipped when I add the perk ability? In fact, the perk ability would only be there to equip the absorb ability, if it works as I hope... I'll let you know how that turns out!
  7. Hi KW - Thanks for the input. Unfortunately, because the effect I want to apply is spell absorption, an entry point won't work as there don't seem to be any that allow you to change an AV. I've rewritten this reply 3 times now! Each time I had another idea, looked stuff up, started writing and then thought of something else. Rinse repeat! Anyway, now I think that my idea would never really work, as the absorption effect runs on the player, not the incoming spell, so even if there was some way to trigger it only if the player was being attacked by elemental magic, the player would still have a chance of absorbing any other magic from other casters for as long as the ability was active. I think I just have to be content with adding a small boost to spell absorption and maybe a small boost to elemental resistances as well.
  8. I'm trying to make a perk that absorbs magicka only from incoming elemental damage spells, so spells with keywords MagicDamageFire/Frost/Shock, but I can't see if there is a built-in way to identify incoming spells by keyword. I have tried putting target condiions on the Magic Effect that run on the subject and check for HasMagicEffectKeyword, but I can't see a way to make this check run on incoming spells. Would this have to be scripted? I was also wondering if anyone here can tell me what GetSpellUseNum does, as it isn't explained in the wiki...
  9. How do you get at the source of a vanilla script? I've been wondering about that, as there are no \source\ scripts in the .bsa... Great idea, by the way - I played through this questline recently again, and I liked it better knowing what to expect. There's some interesting stuff in there, but it really suffers from lack of logic and depth, and the sense that you're being hurried towards a shallow gratification - Yay! I'm the Archmage! Next! And the college itself is depressingly bare and no-one does anything apart from wander around. The "students" have no more interaction with the "tutors" after Tolfdir's Warding lesson either. It would be great to have more every-day-type interaction with the college and its tutors that made you actually use your magic skills and gain some college-specific results from doing so. At the moment, one of the only reasons to go there for anything other than role-playing reasons is to buy the damn spells! Also, the college needs a kitchen, unless they're all fruitarians...
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