For some reason, for me this spell does not work as a concentration spell ( like Flames ) but as a charge-and-release spell ( like Firebolt ). Are there known incompatibilities with complete crafting overhaul ?
So I was trying to make a modified variant of this spell, I got most of it figured it, save for the final piece. How to make it a variable from 3 to 5 pieces of wood. I don't know anything about scripting :/
The script is... strange. 1) You re-added AddItem function. There is no need to do so, game already has this function. 2) You used Game.GetPlayer() function. There is no need to do so, because you already have "Actor akCaster" in event. 3) You used hard-coded string in notification function. Everything is good, but translators will have to recompile your script to change this string. You can try to make String Property and fill it in CK. Also, you can set "False" in AddItem function - and there will no need in standalone notification.
Thanks for the report. As I said in the description, I created this mod several years ago in old Skyrim! I will have a look at the script and change it accordingly!
Also you can use the global variable to change the count of firewood in-game: ;~~~ ScriptName Temp Extends ActiveMagicEffect
MiscObject Property Firewood Auto GlobalVariable Property Count Auto
Event OnEffectStart(Actor Target, Actor Caster) Caster.AddItem(Firewood, Count.GetValueInt(), False) EndEvent ;~~~ With this you can also dinamically change the description of magic effect, just use <Global=GlobalVariableEditorID> in it. It's really cool.
I updated the script! I had to use a bit of initiative to incorporate your suggestion but it seems to work fine! Many thanks and I have credited you for the help!
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SM
1) You re-added AddItem function. There is no need to do so, game already has this function.
2) You used Game.GetPlayer() function. There is no need to do so, because you already have "Actor akCaster" in event.
3) You used hard-coded string in notification function. Everything is good, but translators will have to recompile your script to change this string. You can try to make String Property and fill it in CK. Also, you can set "False" in AddItem function - and there will no need in standalone notification.
;~~~
ScriptName Temp Extends ActiveMagicEffect
MiscObject Property Firewood Auto
GlobalVariable Property Count Auto
Event OnEffectStart(Actor Target, Actor Caster)
Caster.AddItem(Firewood, Count.GetValueInt(), False)
EndEvent
;~~~
With this you can also dinamically change the description of magic effect, just use <Global=GlobalVariableEditorID> in it. It's really cool.
Many thanks and I have credited you for the help!