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Difference between revisions of "Talk:AddSpell"

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640 bytes added ,  09:03, 21 June 2011
imported>Zaldir
imported>DragoonWraith
 
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I am working on an update for my mod, Creature Diversity, where I am going to randomize the scale of creatures through an ability (as that is what seems to be the best solution), and need this to make it work with mods that adds new creatures and so I won't have to edit vanilla creatures, and possible break compatibility with another mod. [[User:Zaldir|Zaldir]] 10:03, 20 June 2011 (EDT)
I am working on an update for my mod, Creature Diversity, where I am going to randomize the scale of creatures through an ability (as that is what seems to be the best solution), and need this to make it work with mods that adds new creatures and so I won't have to edit vanilla creatures, and possible break compatibility with another mod. [[User:Zaldir|Zaldir]] 10:03, 20 June 2011 (EDT)
:The only way to do so would be to run a script on every actor (the usual method is a "token", a weightless, unplayable item added to each actor's inventory by an invisible spell or through [[:Category:Oblivion Script Extender|OBSE]]'s reference-walking functions), and then have that script check the actor's list of Factions for the one you have, and calling AddSpell if it's there.
:[[User:DragoonWraith|<span style="font-family: Oblivion; size=2;">D</span>ragoon <span style="font-family: Oblivion; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion; size=2;">TALK</span>]] 09:03, 21 June 2011 (EDT)

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