cobme Posted March 15, 2013 Posted March 15, 2013 Hello, I recently made a spell in the CS and as adding a spell via console commands usually doesn't work for me I added the created spell the a spell vendor's spell-list. (Edgar Vautrine in the IC ) When I launched the game the spell was not for sale in his list so I added it Calindil (@Mystic Emporium). Nothing there either, so I added it Ungarion (@Warlock's Luck) and as you may have guessed - Nothing! None of them sell the spell I gave them in the CS. So I ask, how do I add spell to my spell-list in the game, besides adding it via console commands? (As I intended to release this mod...) I don't know how to write scripts but if you write me one that would be swell. Although there must be an easier way!
Guest ThatOne Posted March 15, 2013 Posted March 15, 2013 You can use the same method as item mods that are add-on-enable; make a quest, make a script, and don't forget to stop the quest. Quest should be enabled on game start, script should be something like: scn <scriptname> int doOnce begin GameMode if (doOnce == 0) Player.Addspell <spell ID> Stopquest <Questname> endif end As for adding spells to a vendor... I don't know, I never used that - only adding them to spells and scripts. I'm away from my computer at the moment so I can't check for you.
Someone92 Posted March 15, 2013 Posted March 15, 2013 Maybe this tutorial can help you: http://cs.elderscrolls.com/index.php/Scripting_Tutorial:_Summoned_Creatures#Step_6:_Getting_your_spell_into_the_game
mem4ob4 Posted March 16, 2013 Posted March 16, 2013 @Cobme, I am not certain but I believe the vender has to be able to cast/use the spell (high enough skill), and possibly the player has to also for it to show up. Mem
cobme Posted March 16, 2013 Author Posted March 16, 2013 @ThatOne Thanks for the script , it'll surely come in handy. @Someone92 Thanks , the tutorial helped and solved the issue for me! Apparently I had it all wrong in my mod! @Mem Yeah I think you're right, but that was not the problem actually. I also read on the Nexus forum that if another mod already modified a vendor's spell-list then the plugins conflict and only one can change it in the end (presumably the last on the load order) I highly doubt that though, as many mods add several items to the same merchant... Hell, whatever it works now though Thanks for the informative posts !
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