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Help with Spell mod http://en.uesp.net/forums/viewtopic.php?f=10&t=8895 |
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Author: | Forsaken [ Thu Jul 24, 2008 12:46 am ] |
Post subject: | Help with Spell mod |
Author: | shadowchao [ Thu Jul 24, 2008 2:21 am ] |
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Author: | Forsaken [ Thu Jul 24, 2008 3:51 am ] |
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Author: | Deandra [ Thu Jul 24, 2008 9:34 am ] |
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Author: | Forsaken [ Thu Jul 24, 2008 8:16 pm ] |
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How you suggested Deandra is how I am implementing it, I just didnt describe it well enough. From in game it should look like this: player uses Hunter's sight skill (VampireHuntersSight) | v VampireHuntersSight modified to run script instead of skills | v HuntersSightScript checks for ability (AbHuntersSight) currently on the player | -> If yes -------Remove AbHuntersSight from player | -> else --------Add AbHuntersSight to player end AbHuntersSight is the actual skills while VampireHuntersSight is now just a script effect. This "seems" to fail at the second statement because the Hunters sight DOES have a timer still and also has a visual effect that I removed. It appears that the files I have edited are doing nothing or are being reverted/overwritten back to the default behavior. Other mods included are OOO/KTKhajiitNightEyeToggle/FixingFathis. Im really at a loss and this is driving me insane. |
Author: | Deandra [ Thu Jul 24, 2008 8:45 pm ] |
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Author: | Forsaken [ Thu Jul 24, 2008 8:54 pm ] |
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Author: | Forsaken [ Thu Jul 24, 2008 9:19 pm ] |
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Author: | Deandra [ Thu Jul 24, 2008 11:26 pm ] |
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