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Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 9 posts ] 
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 Post subject: Help with Spell mod
PostPosted: Thu Jul 24, 2008 12:46 am 
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Layman
Layman

Joined: Thu Jul 24, 2008 12:31 am
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 Post subject:
PostPosted: Thu Jul 24, 2008 2:21 am 
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Journeyman
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PostPosted: Thu Jul 24, 2008 3:51 am 
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Layman
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 Post subject:
PostPosted: Thu Jul 24, 2008 9:34 am 
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Grand Master
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 Post subject:
PostPosted: Thu Jul 24, 2008 8:16 pm 
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Layman
Layman

Joined: Thu Jul 24, 2008 12:31 am
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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.


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 Post subject:
PostPosted: Thu Jul 24, 2008 8:45 pm 
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Grand Master
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 Post subject:
PostPosted: Thu Jul 24, 2008 8:54 pm 
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Layman
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PostPosted: Thu Jul 24, 2008 9:19 pm 
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Layman
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PostPosted: Thu Jul 24, 2008 11:26 pm 
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Grand Master
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