Hello,
I created 2 packages
1 is FIND Furniture so the npc will find a chair and sit
2 is USEITEMAT Books and he is using idle animation for reading
The script works as it should be but i face a small problem.
The NPC sits on the chair and when the reading package starts he stands and reads.
The ...
Search found 39 matches
- Fri Sep 07, 2012 11:52 am
- Forum: MOD-Oblivion
- Topic: How to make actor sit at random chair and drink?
- Replies: 0
- Views: 4852
- Wed Aug 29, 2012 11:47 am
- Forum: MOD-Oblivion
- Topic: How to define a reference to a specific npc
- Replies: 0
- Views: 2473
How to define a reference to a specific npc
Hello,
This code is made on a triigger. The trigger will place 2 npcs I have created and assign random class on them.
The NPCs appear normally in the game but no class is assigned.
It is not working the way I have typed below.
If I use
If NPC01Class == 1
NPC01.SetClass Warrior
I get error ...
This code is made on a triigger. The trigger will place 2 npcs I have created and assign random class on them.
The NPCs appear normally in the game but no class is assigned.
It is not working the way I have typed below.
If I use
If NPC01Class == 1
NPC01.SetClass Warrior
I get error ...
- Mon Jan 03, 2011 12:36 pm
- Forum: MOD-Oblivion
- Topic: [Questions] Weapon stat: Reach
- Replies: 4
- Views: 584
Re: [Questions] Weapon stat: Reach
You are right. I used the tip you said and worked.
Thanks you very much.
Thanks you very much.
- Fri Dec 31, 2010 8:29 am
- Forum: MOD-Oblivion
- Topic: [Questions] Weapon stat: Reach
- Replies: 4
- Views: 584
Re: [Questions] Weapon stat: Reach
Hmm... I didnt knew that possible.
But... if the following line work as it should be,
MessageEX "%1.5f and %.0f" WeaponSkill WeaponType
shouldnt it appear me the actual value (as you metioned above) and not the CS value?
Because when it runs, it gives me results as 0.5000 or 0.8000.
Thanks for ...
But... if the following line work as it should be,
MessageEX "%1.5f and %.0f" WeaponSkill WeaponType
shouldnt it appear me the actual value (as you metioned above) and not the CS value?
Because when it runs, it gives me results as 0.5000 or 0.8000.
Thanks for ...
- Thu Dec 30, 2010 8:22 pm
- Forum: MOD-Oblivion
- Topic: [Questions] Weapon stat: Reach
- Replies: 4
- Views: 584
[Questions] Weapon stat: Reach
Hello!
I m working on a script to make weapon limitations (as Daggerfall did) on classes.
After a short research, I decided that the best way to achieve this, is only the weapon stat: Reach
For this reason I worked with GetWeaponReach function.
I managed to get the weapon reach, for every weapon an ...
I m working on a script to make weapon limitations (as Daggerfall did) on classes.
After a short research, I decided that the best way to achieve this, is only the weapon stat: Reach
For this reason I worked with GetWeaponReach function.
I managed to get the weapon reach, for every weapon an ...
- Wed Dec 08, 2010 1:14 am
- Forum: MOD-Oblivion
- Topic: [Script Probelm] Help with SetOwnership
- Replies: 0
- Views: 1266
[Script Probelm] Help with SetOwnership
Hello!
I made a spell that summons an animal companion near the actor to follow and fight with him.
But I encounter some problem with the follow procedure
Summoner will be the Actor (not only player) who casts the spell.
There are 4 different kinds of animals to be summoned accoring a random number ...
I made a spell that summons an animal companion near the actor to follow and fight with him.
But I encounter some problem with the follow procedure
Summoner will be the Actor (not only player) who casts the spell.
There are 4 different kinds of animals to be summoned accoring a random number ...
- Tue Nov 30, 2010 9:13 pm
- Forum: MOD-Oblivion
- Topic: [MessageBox] How to appear several textboxes
- Replies: 4
- Views: 906
Re: [MessageBox] How to appear several textboxes
I used the following example script i found on net, on casting a spell
When i cast the spell, i get the choices, but when i select one of them i get nothing back.
If i change the ScriptEffectFinish to onactivate and run the same code from a chest it works fine!
Really i cant find a solution ...
When i cast the spell, i get the choices, but when i select one of them i get nothing back.
If i change the ScriptEffectFinish to onactivate and run the same code from a chest it works fine!
Really i cant find a solution ...
- Tue Nov 30, 2010 8:19 pm
- Forum: MOD-Oblivion
- Topic: [MessageBox] How to appear several textboxes
- Replies: 4
- Views: 906
Re: [MessageBox] How to appear several textboxes
Oh man i tried everything in with my spell.
When i cast a spell it must appear a dialogue list with options. It appears the menus but options dont work (dont appear the next textbox)
I coppied all these examples to my editor but they dont work at all!!!
When i cast a spell it must appear a dialogue list with options. It appears the menus but options dont work (dont appear the next textbox)
I coppied all these examples to my editor but they dont work at all!!!
- Tue Nov 30, 2010 7:59 pm
- Forum: MOD-Oblivion
- Topic: [MessageBox] How to appear several textboxes
- Replies: 4
- Views: 906
[MessageBox] How to appear several textboxes
Hello!
I want to make a countnous [MessageBox] dialogue.
As following example..
MESSAGEBOX1
(Continue)
MESSAGEBOX1
(Continue)
etc
I will pust a button [Continue] so the game show me the next MESSAGEBOX
But i dont know how to type it...
Can anyone help me?
Thanks
I want to make a countnous [MessageBox] dialogue.
As following example..
MESSAGEBOX1
(Continue)
MESSAGEBOX1
(Continue)
etc
I will pust a button [Continue] so the game show me the next MESSAGEBOX
But i dont know how to type it...
Can anyone help me?
Thanks
- Tue Nov 30, 2010 12:47 am
- Forum: MOD-Oblivion
- Topic: Help need to make a spell script :S
- Replies: 2
- Views: 537
Re: Help need to make a spell script :S
That worked!
Thanks
Thanks
- Mon Nov 29, 2010 7:25 pm
- Forum: MOD-Oblivion
- Topic: Help need to make a spell script :S
- Replies: 2
- Views: 537
Help need to make a spell script :S
Hello!
I m trying to make a custom spell, that will be added to player's spellbook abd when he casts it on an NPC, that will turn NPC's stats on in a texbox.
I have made the script atm using GetContainer function which gives me results when i enter NPC's invtentory.
Example:
ScriptName REPORT ...
I m trying to make a custom spell, that will be added to player's spellbook abd when he casts it on an NPC, that will turn NPC's stats on in a texbox.
I have made the script atm using GetContainer function which gives me results when i enter NPC's invtentory.
Example:
ScriptName REPORT ...
- Mon Nov 29, 2010 5:58 pm
- Forum: MOD-Oblivion
- Topic: Companion Share and Recruit, v3.27
- Replies: 2
- Views: 2254
Re: Companion Share and Recruit, v3.27
Some NPCs are un-recruitable. Only to make the game beutiful.
You have to enter CS and edit his dialogue.
You have to enter CS and edit his dialogue.
- Mon Nov 29, 2010 5:55 pm
- Forum: MOD-Oblivion
- Topic: Help of calling a reference
- Replies: 3
- Views: 491
Re: Help of calling a reference
I made it thanks. With a different way but it worked. I just put the script on every npc stating script so the numbers are rolled just when they spawn. I made a continous loop so the class will not change all the time. I hope this not be - for game speed. Atm i havent face any special problem
As ...
As ...
- Sat Nov 27, 2010 6:45 pm
- Forum: MOD-Oblivion
- Topic: [MoD] Random Companions
- Replies: 0
- Views: 670
[MoD] Random Companions
Hello!
I just finished a proto version of my mod. And i m looking experienced ppls who will help me.
I post it here to play it if you like, and tell me your opinion. It is not completed yet as i like, but i believe that in this point is quite pleasant.
I post it in different topic so you can reply ...
I just finished a proto version of my mod. And i m looking experienced ppls who will help me.
I post it here to play it if you like, and tell me your opinion. It is not completed yet as i like, but i believe that in this point is quite pleasant.
I post it in different topic so you can reply ...
- Wed Nov 24, 2010 9:41 pm
- Forum: MOD-Oblivion
- Topic: Help of calling a reference
- Replies: 3
- Views: 491
Help of calling a reference
Hello!
I m trying to make a random class generator for a bunch of NPCs i made for my mod.
For example:
When the player walks through a trigger, the game will roll random numbers and get a result of 1 to 4. Accoring to that number the NPC will get a different class.
But i really dont know how i can ...
I m trying to make a random class generator for a bunch of NPCs i made for my mod.
For example:
When the player walks through a trigger, the game will roll random numbers and get a result of 1 to 4. Accoring to that number the NPC will get a different class.
But i really dont know how i can ...
- Sun Nov 21, 2010 1:42 am
- Forum: MOD-Oblivion
- Topic: [Scrit Request] Plz help!
- Replies: 3
- Views: 388
Re: [Scrit Request] Plz help!
You actually do not need to use a Script to give an NPC a Fortify Attribute/Skill Bonus. Just give them any type of equipment, that is of better quality than what they have (or remove the items you don't want them to have), with the Desired Spell Effect, and they will equip it. Example: If you want ...
- Sun Nov 21, 2010 12:56 am
- Forum: MOD-Oblivion
- Topic: [Scrit Request] Plz help!
- Replies: 3
- Views: 388
[Scrit Request] Plz help!
Hello!
I m using Toaster Share/Recruit mod which allows me to have access to npcs inventory and give/take items from them.
I have made some companions with custom class which i want to change their skills in any way i want in game. For that reason i want to make skill bonus tokens.
So...
I want to ...
I m using Toaster Share/Recruit mod which allows me to have access to npcs inventory and give/take items from them.
I have made some companions with custom class which i want to change their skills in any way i want in game. For that reason i want to make skill bonus tokens.
So...
I want to ...
- Wed May 12, 2010 4:08 pm
- Forum: MOD-Oblivion
- Topic: Oblivion Crush!
- Replies: 0
- Views: 660
Oblivion Crush!
My Oblivion crashes when i add a leveled item list to an npc with script.
Basically when i open npc inventory during game...
Any idea why?
Basically when i open npc inventory during game...
Any idea why?
- Fri May 07, 2010 8:50 pm
- Forum: MOD-Oblivion
- Topic: Running a sctipt on start of new game
- Replies: 2
- Views: 576
- Wed May 05, 2010 4:08 pm
- Forum: MOD-Oblivion
- Topic: Running a sctipt on start of new game
- Replies: 2
- Views: 576
Running a sctipt on start of new game
Can you plz tell me how i can made a script to run at the start of a new game?
Thanks
Thanks
- Sat May 01, 2010 11:07 am
- Forum: MOD-Oblivion
- Topic: Can i add extra message lines?
- Replies: 1
- Views: 1271
Can i add extra message lines?
I m making a script that i want to show me many messages in with the command "message".
But all the messages appear in a single line, with specific time period, between them. (I know that i can change that time but it doesnt works)
I want to ask if therre is a way to have each message appeared in ...
But all the messages appear in a single line, with specific time period, between them. (I know that i can change that time but it doesnt works)
I want to ask if therre is a way to have each message appeared in ...
- Fri Apr 30, 2010 3:46 pm
- Forum: MOD-Oblivion
- Topic: Need MAJOR Help With Mods
- Replies: 8
- Views: 510
Re: Need MAJOR Help With Mods
What help you need exactly?
- Wed Apr 28, 2010 5:33 pm
- Forum: MOD-Oblivion
- Topic: [Console] Running Script
- Replies: 1
- Views: 1033
Re: [Console] Running Script
Whats wrong with the following script?
I want in %v to give me a number but instead it gives me test "V".
ScriptName NPCStatus
short health
short magicka
ref pc1
begin onadd
set Health to GetActorValue Health
set Magicka to GetActorValue Magicka
MessageBox "My stats are: Health: %v Magicka ...
I want in %v to give me a number but instead it gives me test "V".
ScriptName NPCStatus
short health
short magicka
ref pc1
begin onadd
set Health to GetActorValue Health
set Magicka to GetActorValue Magicka
MessageBox "My stats are: Health: %v Magicka ...
- Wed Apr 28, 2010 12:31 pm
- Forum: MOD-Oblivion
- Topic: [Console] Running Script
- Replies: 1
- Views: 1033
[Console] Running Script
Do you know if there any specific command to allow me run an npc script i made, without dialogue?
I mean i just want to activate it through the console.
I mean i just want to activate it through the console.
- Mon Apr 26, 2010 10:58 pm
- Forum: MOD-Oblivion
- Topic: NPC Racial powers
- Replies: 5
- Views: 553
Re: NPC Racial powers
Now i m making a mod that will give you a Stronghold/Guild with 6 random npcs for each game you play.
They will have racial powers and birthsigns. I tested them and they work them fine :)
The only prob is that i have to enter the selection room so the process must start.
Do you know if there is any ...
They will have racial powers and birthsigns. I tested them and they work them fine :)
The only prob is that i have to enter the selection room so the process must start.
Do you know if there is any ...