Your a good teacher bro, +1, but please include the scripts in the discription cause to see what your writing i have to put on full screen and hd quality otherwise i cant see what you wrote. my internet is really slow thanks in advance
Here is the code so you can copy and paste ObjectReference Property Loc1 Auto Event OnEffectStart(Actor akTarget, Actor akCaster) Utility.Wait(1.5) Game.FadeOutGame(False, True, 2.0, 1.0) Game.GetPlayer().MoveTo(Loc01) Game.EnableFastTravel() Game.FastTravel(loc01) EndEvent
Looking for help in a Mark / Recall type teleport where I cast a Teleport spell, mark my current location, teleport to a static marker (like in the video) but then on recast of same spell, teleport BACK to the marked location. Any help?
What line sends an enemy ? Anybody know? He showed what line specified the player. I need to know what line would specify the target. The exact way to type it in.
I was wondering about making it so that activating an object teleports you instead of making it a set spell, what would you recommend? (If you don't mind, of course)
I would be extremely happy if someone could show me/point me to any scripting resources on how I can then recall to the location I teleported from. Even better if I were able to open a portal that could stay in the location until passed back through, but I'd settle just for a spell. I'm rubbish at scripting and I can't seem to find any answers on this. Sorry if this is a very specific ask, this is one of my last hurdles for a mod I'm working on.
Someone help me, I have a problem with my edit and teleports, everything goes well, but when I use a statue, or a spell to move to another world, nothing happens...no crashes or anything, just nothing happens , the spell is cast, the effect appears, but I never move... the same thing happens to me with the statues and the Xmarkers, everything is fine, but the statue never activates... I think it's because of a recurring error that is this '' Cannot open store for class "AnyIDerror", missing file?'..if someone can help me I would really appreciate it
I've got a question for you... How do you reset an object's animation state? I've been searching for weeks trying to figure out how to do it, to no avail. For instance, some object that only has an open animation but you want to return it to the closed state... how would you do that? I tried reset() but it doesn't appear to do that. As a more specific example, let's take the activator NorSarcophagusVertTop001 which is a sarcophagus door that can fall off and the animation that does that is sarcophagustopvert01_trigger01.hkx and there is no other animation. So if we made a default2stateactivator with a button or lever or some such that pops the lid off... it wouldn't be able to return to closed as there is no other animation. So how would you make a script that returns an object to its original state? This could be used for tons of cool objects that only have one animation. A big one would be the puzzle doors, so you could actually use them as a sort of vault door and actually close them since they only have the wheel turning animations and lowering so there's no way to make it ever come back up.
I like the idea for puzzles, I may look into how this can be done and use it myself for the new Caranthir Tower. I'm sure there is some script to make that happen, but I've never looked into it myself. I'll let you know if I find anything.
I know this is like 10 years old, but how might I teleport a player back to their original location (where ever that might be) once they've cast the teleport spell and come to my location. So that the effect is anyone can cast it from anywhere and return to the location they cast it when coming back. I've seen something similar in another mod so I might see what they did.
Hi, I watched your guide and then created my own version of a teleport spell. A version that when fired teleports you a short distance and where it teleports you depends on where you fire the spell. However there is a bug that, once you respawn at the targeted location there are holes in the characters texture and in some armor textures as well. I'm guessing that I need to put a debug command in my script to reset the textures once I teleported but I never used that command before so I'm unsure of which debug to use. Do you know which debug command fixes textures?
Kadeem Nelson sorry this comment is old I ended up figuring out how to pull it off and fix that bug with the holes in the character. My steam ID is JetSteele add me there and I will be able to help you there more.
David Capobianco I have a ferry man at a river and he's supposed to take you across (teleport, not animated) when you choose between two dialogues. I already know how to dialogue but not sure about scripting and script fragments. Also, how to set the condition so that the other option doesn't appear until you have a certain item. Any help would be appreciated. Thanks!
Justin Collins you'll have to put a marker of where you want to tele to. you'll want to script it so that when you say something in voice live with this character, it'll move you (player) to this marker.
Game.GetPlayer().whatever() would only work if the player cast the spell, right? If another actor cast the spell, they'd teleport the player instead of themselves...if I'm reading this correctly. With what do I replace Game.GetPlayer if I want to get the spell target instead, no matter which actor casts/is targeted?
Samniss Arandeen When using different functions it depends on what the function should be targeting like an actor, object reference or anything else. I think the spell may need to be target actor for that to work correctly too.
I've followed this to the best of my ability (great vid btw) however, instead of teleporting to Riverwood I want to teleport to the Soul Cairn. After realizing the data for the location requires the Dawguard.esm (I n00b), I tried loading it. Unfortunately I get a CK crash even when I try just opening the CK and just loading DG. What am I doing wrong? Many Thanks!
You don't actually have to have all those annoying error messages. I was so happy when I figured out how to make them go away forever. Just go to your exe directory and edit SkyrimEditor.ini and find bBlockMessageBoxes and change 0 to 1 and there you go, no more error popups. If you don't have that line you can create it under [MESSAGES], you can also add bAllowYesToAll=1 if you want.
Thanks for the info. I will be leaving them on though, as they help when it comes to me having done something wrong myself like navmesh or if I've deleted something I shouldn't have. Hate the standard messages, but find the normal ones rather useful. 8)
J Oliveira Boom looked everywhere for this fix and finally found it. dudes i tried everything i could to fix this. the solution is in this forum i found. in a nut shell an update locked all the scripts in a RAR file. extract to Data>Scripts>Source folder. fixed it for me. Let me know if this fix's your issue. forums.nexusmods.com/index.php?/topic/2711734-the-extends-script-does-not-exist/ Sir_Sleeves twitch.tv/sir_sleeves
Thanks! I have re-installed Skyrim and the CK again and it is working but I'm gonna check it out, just in case! Who knows when everything will crash again eh?
I created a spell to supposedly move an actor to my player and character and literally nothing happens. All help appreciated. Scriptname SummonVampireCattle extends activemagiceffect Actor Property cattle Auto Event OnEffectFinish(Actor target, Actor caster) cattle.MoveTo(Game.GetPlayer()) EndEvent
Lost you on Steam...(I tested your Tower for you a while back). need help fella, need to fast travel at end of dialogue with NPC but haven't had much luck. I can do it by activating an object, but from conversation AAAHH.
Yeah it's easy, in the end dialogue script fragment, add an object reference called telemarker , fill it by clicking on the ref you want to go to, then the command in the script fragment is :- Game.FastTravel(telemarker)
SpacialKatana Actually I just tried it out and this didn't work for me :( I appreciate your help tho. If you know of anywhere I could look for the answer to my problem I'd appreciate it. :)
You did something wrong then... ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname TIF__0208ED13 Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE Game.FastTravel(TeleportMarker) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment ObjectReference Property TeleportMarker Auto
Génial, I've just used your tutorial 9 years after you've made it. Thanks a lot
Scriptname DA12312Teleport extends activemagiceffect
ObjectReference Property Loc01 Auto
Event OnEffectStart(Actor akTarget, Actor akCaster)
Utility.Wait(1.5)
Game.FadeOutGame(False, True, 2.0, 1.0)
Game.GetPlayer().MoveTo(Loc01)
Game.EnableFastTravel()
Game.FastTravel(Loc01)
EndEvent
Bless your soul.
@@Pacmanghost Thank you very much !😀😀😀
@@conanedogawa8099 was he talking to you lol
thanks darkfox!! you have made my creations better due to ur perfect clean guides!! keep up the great work man!!
Your a good teacher bro, +1, but please include the scripts in the discription cause to see what your writing i have to put on full screen and hd quality otherwise i cant see what you wrote. my internet is really slow thanks in advance
PS would really help if you put the script in the discription
Here is the code so you can copy and paste
ObjectReference Property Loc1 Auto
Event OnEffectStart(Actor akTarget, Actor akCaster)
Utility.Wait(1.5)
Game.FadeOutGame(False, True, 2.0, 1.0)
Game.GetPlayer().MoveTo(Loc01)
Game.EnableFastTravel()
Game.FastTravel(loc01)
EndEvent
Mara's blessing friend
That's a great "DESCRIOTION"
Looking for help in a Mark / Recall type teleport where I cast a Teleport spell, mark my current location, teleport to a static marker (like in the video) but then on recast of same spell, teleport BACK to the marked location. Any help?
Another great tutorial. Thanks.
What line sends an enemy ? Anybody know? He showed what line specified the player. I need to know what line would specify the target. The exact way to type it in.
Trying to create a spell that will teleport you to wherever it hits but I cant get the syntax for the script right. Can anyone help?
When I teleport through I lose my sabre cat and when it comes through at the other end its a crumpet or sweetroll? please fix..
Evil Mr Pumpkins sorry but this made me laugh
J C hgual em edam siht tub yrros
I was wondering about making it so that activating an object teleports you instead of making it a set spell, what would you recommend? (If you don't mind, of course)
I would be extremely happy if someone could show me/point me to any scripting resources on how I can then recall to the location I teleported from. Even better if I were able to open a portal that could stay in the location until passed back through, but I'd settle just for a spell. I'm rubbish at scripting and I can't seem to find any answers on this. Sorry if this is a very specific ask, this is one of my last hurdles for a mod I'm working on.
what if I want to be able to teleport back to where you teleport from?
Can you show us how to make the spell teleport us back to where we teleported from when it's cast again? or link to a tutorial that covers that?
Someone help me, I have a problem with my edit and teleports, everything goes well, but when I use a statue, or a spell to move to another world, nothing happens...no crashes or anything, just nothing happens , the spell is cast, the effect appears, but I never move... the same thing happens to me with the statues and the Xmarkers, everything is fine, but the statue never activates... I think it's because of a recurring error that is this '' Cannot open store for class "AnyIDerror", missing file?'..if someone can help me I would really appreciate it
Hey darkfox .. Plz answer my question please ... How can i make script spell like midas magic spells not teleport spell ...... Plz reply
Also, what version of windows is that?
Darkfox, please can you train to make a script for NPC auto teleport in combat? Thank
I've got a question for you... How do you reset an object's animation state? I've been searching for weeks trying to figure out how to do it, to no avail. For instance, some object that only has an open animation but you want to return it to the closed state... how would you do that? I tried reset() but it doesn't appear to do that.
As a more specific example, let's take the activator NorSarcophagusVertTop001 which is a sarcophagus door that can fall off and the animation that does that is sarcophagustopvert01_trigger01.hkx and there is no other animation. So if we made a default2stateactivator with a button or lever or some such that pops the lid off... it wouldn't be able to return to closed as there is no other animation.
So how would you make a script that returns an object to its original state? This could be used for tons of cool objects that only have one animation. A big one would be the puzzle doors, so you could actually use them as a sort of vault door and actually close them since they only have the wheel turning animations and lowering so there's no way to make it ever come back up.
I like the idea for puzzles, I may look into how this can be done and use it myself for the new Caranthir Tower. I'm sure there is some script to make that happen, but I've never looked into it myself. I'll let you know if I find anything.
I know this is like 10 years old, but how might I teleport a player back to their original location (where ever that might be) once they've cast the teleport spell and come to my location. So that the effect is anyone can cast it from anywhere and return to the location they cast it when coming back. I've seen something similar in another mod so I might see what they did.
Actually thinking about it, it seems obvious that the first teleport spell must also place a marker temporarily for the return spell to target.
Would be nice to put the teleport to reference to a spell rune.
Hi, I watched your guide and then created my own version of a teleport spell. A version that when fired teleports you a short distance and where it teleports you depends on where you fire the spell. However there is a bug that, once you respawn at the targeted location there are holes in the characters texture and in some armor textures as well. I'm guessing that I need to put a debug command in my script to reset the textures once I teleported but I never used that command before so I'm unsure of which debug to use. Do you know which debug command fixes textures?
I'm sorry I cant help but could you help me? I'm trying to create a spell like yours but I cant figure out the code.
Kadeem Nelson sorry this comment is old I ended up figuring out how to pull it off and fix that bug with the holes in the character. My steam ID is JetSteele add me there and I will be able to help you there more.
so i could use this to teleport to sovngarde right lol then id need to make a spell to teleport back to where ever
So, how do you set the script to be a targeted teleport spell? It'd be pretty amusing to be able to zap folks directly to prison.
avs813 The spell seems to target the player no matter which actor does the casting.
how to you bound the teleport effect to an item?
better yet how do make it when you talk to an npc and it would teleport you to a location you set?
David Capobianco did you ever solve this? I'm having the same problem now.
Justin Collins yeah I did, but it been a while since I modded. I might still be able to help you if you tell me what you're trying to do
David Capobianco I have a ferry man at a river and he's supposed to take you across (teleport, not animated) when you choose between two dialogues. I already know how to dialogue but not sure about scripting and script fragments. Also, how to set the condition so that the other option doesn't appear until you have a certain item. Any help would be appreciated. Thanks!
Justin Collins you'll have to put a marker of where you want to tele to. you'll want to script it so that when you say something in voice live with this character, it'll move you (player) to this marker.
Thanks ! Respect for ur work...
Can you do something like this to teleport to different worlds?
or teleport npcs?
Game.GetPlayer().whatever() would only work if the player cast the spell, right? If another actor cast the spell, they'd teleport the player instead of themselves...if I'm reading this correctly. With what do I replace Game.GetPlayer if I want to get the spell target instead, no matter which actor casts/is targeted?
Samniss Arandeen You can use the properties stated within the event. So you could state akCaster or akTarget.
So it would be akCaster().GetActorValue() for example?
Samniss Arandeen When using different functions it depends on what the function should be targeting like an actor, object reference or anything else. I think the spell may need to be target actor for that to work correctly too.
I've followed this to the best of my ability (great vid btw) however, instead of teleporting to Riverwood I want to teleport to the Soul Cairn. After realizing the data for the location requires the Dawguard.esm (I n00b), I tried loading it. Unfortunately I get a CK crash even when I try just opening the CK and just loading DG. What am I doing wrong? Many Thanks!
I have a video on loading the DLCs in the Creation Kit. You need to add some lines to the CK's ini file.
You don't actually have to have all those annoying error messages. I was so happy when I figured out how to make them go away forever. Just go to your exe directory and edit SkyrimEditor.ini and find bBlockMessageBoxes and change 0 to 1 and there you go, no more error popups. If you don't have that line you can create it under [MESSAGES], you can also add bAllowYesToAll=1 if you want.
Thanks for the info. I will be leaving them on though, as they help when it comes to me having done something wrong myself like navmesh or if I've deleted something I shouldn't have. Hate the standard messages, but find the normal ones rather useful. 8)
Hi! I'm getting the message "The extends script does not exist, please pick one that does". Am I missing something? Thanks!
J Oliveira Boom looked everywhere for this fix and finally found it. dudes i tried everything i could to fix this. the solution is in this forum i found. in a nut shell an update locked all the scripts in a RAR file. extract to Data>Scripts>Source folder. fixed it for me. Let me know if this fix's your issue.
forums.nexusmods.com/index.php?/topic/2711734-the-extends-script-does-not-exist/
Sir_Sleeves
twitch.tv/sir_sleeves
Thanks! I have re-installed Skyrim and the CK again and it is working but I'm gonna check it out, just in case! Who knows when everything will crash again eh?
its telling me that the active magic effect doesnt exist do i need a dlc for that?
I created a spell to supposedly move an actor to my player and character and literally nothing happens.
All help appreciated.
Scriptname SummonVampireCattle extends activemagiceffect
Actor Property cattle Auto
Event OnEffectFinish(Actor target, Actor caster)
cattle.MoveTo(Game.GetPlayer())
EndEvent
Rebecca Brunner I'm not very good at scripting but shouldn't you add "ak" at the beginning of target and actor?
Justin Collins I've tried that as well, doesn't work.
Not Being Rude But all the videos i have seen with scripting with you non of the script links work? can you post the script in the description?
DeadraStep Just check out my website, most of it is there. I am still in the process of improving a lot of my content and updating things.
kk
I don't understand the scripting. I can't read what you put
Lost you on Steam...(I tested your Tower for you a while back). need help fella, need to fast travel at end of dialogue with NPC but haven't had much luck. I can do it by activating an object, but from conversation AAAHH.
SpacialKatana did you ever solve this problem? I've having the same issue right now.
Yeah it's easy, in the end dialogue script fragment, add an object reference called telemarker , fill it by clicking on the ref you want to go to, then the command in the script fragment is :- Game.FastTravel(telemarker)
SpacialKatana awesome! Thank you so much, I've been trying to solve this for a week and can't find info anywhere. Thanks again!
SpacialKatana Actually I just tried it out and this didn't work for me :( I appreciate your help tho. If you know of anywhere I could look for the answer to my problem I'd appreciate it. :)
You did something wrong then...
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname TIF__0208ED13 Extends TopicInfo Hidden
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
Game.FastTravel(TeleportMarker)
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
ObjectReference Property TeleportMarker Auto
this was the hardest to follow what you doing ..
more like cant talk its not pronounsed teliportation its pronounsed teleportation
it's also spelled pronounced and not pronounsed
Is there a way to make a skyrim teleportation spell where you can teleport to any area you are looking at, like flash step mod?
IFYOUREADTHISMADRAGE | IM MAD RAGING 😡
you could check out the scripts on this mod:
www.nexusmods.com/skyrimspecialedition/mods/5643
they have Blink, shadowstep and tp