Difference between revisions of "Dynamically Adding Spells to Merchants"
Dynamically Adding Spells to Merchants (edit)
Revision as of 01:50, 28 November 2008
, 01:50, 28 November 2008no edit summary
imported>Wrye m (Dynamically Adding Spells to Merchants to Avoid Mod Conflicts moved to Dynamically Adding Spells to Merchants: Shorter and sufficiently discriptive.) |
imported>KyleWollaston |
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[[User:GuidoBot|GuidoBot]] 01:43, 11 October 2006 (EDT) An alternative method is to just create a one-time-run Quest script that adds the spells to the NPCRef directly. For complicated effects, like inventory restocking and adding randomness, a scripted unplayable item (0-value ring) can be added to the NPCRef directly. To ensure that the (GameMode) script only runs when the player is nearby, it is best to also add a GetInSameCell condition. | [[User:GuidoBot|GuidoBot]] 01:43, 11 October 2006 (EDT) An alternative method is to just create a one-time-run Quest script that adds the spells to the NPCRef directly. For complicated effects, like inventory restocking and adding randomness, a scripted unplayable item (0-value ring), a token, can be added to the NPCRef directly. To ensure that the (GameMode) script only runs when the player is nearby, it is best to also add a GetInSameCell condition. | ||
[[Category: Useful Code]] | [[Category: Useful Code]] | ||
[[Category:Solutions]] | [[Category:Solutions]] |