Difference between revisions of "Dynamically Adding Spells to Merchants"
corrected formatting and added Useful Code category
imported>KyneTarse |
imported>DragoonWraith (corrected formatting and added Useful Code category) |
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Once you have your activator placed in the cell, attach a customized script similar to the following: | Once you have your activator placed in the cell, attach a customized script similar to the following: | ||
Begin OnLoad | Begin OnLoad | ||
NPCRef.AddSpell <SpellID1> | |||
NPCRef.AddSpell <SpellID2> | |||
End | ... | ||
End | |||
This script will cause the spells to be added to the specified NPC(s) each time the activator is loaded. If you load a mod that further changes the NPC in question, the spells will still be available the next time the cell is reloaded. | This script will cause the spells to be added to the specified NPC(s) each time the activator is loaded. If you load a mod that further changes the NPC in question, the spells will still be available the next time the cell is reloaded. | ||
[[Category: Useful Code]] | |||
[[Category:Solutions]] | [[Category:Solutions]] |