Thanks! I'm doing my best to share things as I learn them. Feel free to let me know if there's certain content you'd be interested in seeing. Happy Modding!
Thanks for the tutorial! I was looking into perhaps changing my mod from using a stop/start quest with condition filled reference aliases to a cloak magic effect and stumbled upon this. The setup I tried was much the same as your example here, except that the constant effect added to NPCs calls a function on another script using the affected actor as a parameter (in the OnEffectStart event). This is where I hit a snag, with multiple NPCs being affected, the script instances appeared to fire simultaneously, thus confusing my other function and mixing up the actors names etc. I found that if I put in a random wait timer in the OnEffectStart event before calling my function, it worked but seems a bit of a wonky way to go about this! The way my mod works with the stop/start quest is to cycle through an array of actors applying the function 1 at a time. Any insight would be much appreciated!
is it possible to find npc near the player? For example, I want to create a harmony spell, but instead of hardcore magnitude(target level) I want to check condition "if closest npc level
Hey there can u help me with a script ? evolved system - change Race npc(actor) when their reach a certain level If a skeletonrace reach level 2 set.race(skeletonarmorrace) this for npc not for player
Can a package be attached via a spell script? For example, making an npc got to sleep via a fire and forget spell? Would this also involving placing a sleep marker at the NPC?
Yep! I'd make a faction with the package. Then have the script add them to the faction. Edit: I was thinking Factions had Packages associated. Really, I would use a Quest Alias which is a way to associate an NPC with a Package
@@SkyrimScripting Thank you. Can you explain a bit about making the faction with the package? I understand the basics of what a faction does but am unsure how the faction and package relate together. If this isn't a good way to ask questions and you prefer another method, please let me know. I have followed your twitch channel.
@@scottmarlow6018 hop into my Discord and I'll help you out there! You can find a link from my Nexus page (I don't trust RUclips bots with the link) - www.nexusmods.com/users/121646123/
Thank you very much for your video.
Thanks to you, I'm having the time of my life!😂😂😂
14:08 The current line numbers is in the bottom right of the CK text editor! Took me forever to notice it haha
Awesome! Thank you!
good tutorial and the way you talk and mannerisms are cute .. i liked it very much thanks
Awesome channel, you explained alot things i had to stumble through.
Thanks! I'm doing my best to share things as I learn them. Feel free to let me know if there's certain content you'd be interested in seeing. Happy Modding!
Thanks for the tutorial! I was looking into perhaps changing my mod from using a stop/start quest with condition filled reference aliases to a cloak magic effect and stumbled upon this. The setup I tried was much the same as your example here, except that the constant effect added to NPCs calls a function on another script using the affected actor as a parameter (in the OnEffectStart event). This is where I hit a snag, with multiple NPCs being affected, the script instances appeared to fire simultaneously, thus confusing my other function and mixing up the actors names etc. I found that if I put in a random wait timer in the OnEffectStart event before calling my function, it worked but seems a bit of a wonky way to go about this! The way my mod works with the stop/start quest is to cycle through an array of actors applying the function 1 at a time. Any insight would be much appreciated!
is it possible to find npc near the player?
For example, I want to create a harmony spell, but instead of hardcore magnitude(target level) I want to check condition "if closest npc level
Hey there can u help me with a script ? evolved system - change Race npc(actor) when their reach a certain level
If a skeletonrace reach level 2 set.race(skeletonarmorrace) this for npc not for player
Can a package be attached via a spell script? For example, making an npc got to sleep via a fire and forget spell? Would this also involving placing a sleep marker at the NPC?
Yep! I'd make a faction with the package. Then have the script add them to the faction.
Edit: I was thinking Factions had Packages associated. Really, I would use a Quest Alias which is a way to associate an NPC with a Package
@@SkyrimScripting Thank you. Can you explain a bit about making the faction with the package? I understand the basics of what a faction does but am unsure how the faction and package relate together. If this isn't a good way to ask questions and you prefer another method, please let me know. I have followed your twitch channel.
@@scottmarlow6018 hop into my Discord and I'll help you out there! You can find a link from my Nexus page (I don't trust RUclips bots with the link) - www.nexusmods.com/users/121646123/
@@SkyrimScripting Thank you. My nexus is Figor888.
Following your twitch.... I will be known as opensourceman1
Nice mods....