Difference between revisions of "Dynamically Adding Spells to Merchants"

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imported>KyneTarse
imported>KyleWollaston
 
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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<br/>
Begin OnLoad
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;NPCRef.AddSpell <SpellID1><br/>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;NPCRef.AddSpell <SpellID2><br/>
  NPCRef.AddSpell <SpellID1>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;...<br/>
  NPCRef.AddSpell <SpellID2>
End<br/>
  ...
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.


[[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:Solutions]]
[[Category:Solutions]]