
B.T.W, why do you change your sig like, every other week logam.
I do it for a bit of change i guess

Same with my avatar...

Felic, i added your thread to Modders Resource.









 It's the second last one down. Also, if you *do* have word (or open Office) and you want to contribute, simply edit away
 It's the second last one down. Also, if you *do* have word (or open Office) and you want to contribute, simply edit away 



 but needless to say, I'm learning all the time eh?
 but needless to say, I'm learning all the time eh?
 , for your ?ber house mod? Cool, but before we get started, there's one drawback with this method: the animation plays when the player enters the cell, so you have to place the statue out of the PoV the player has when they enter the cell. Around a corner, in an alcove, or something along those lines.
, for your ?ber house mod? Cool, but before we get started, there's one drawback with this method: the animation plays when the player enters the cell, so you have to place the statue out of the PoV the player has when they enter the cell. Around a corner, in an alcove, or something along those lines.Scn aaaStatueDDLVBegin ScriptEffectUpdate StopMagicShaderVisuals LifeDetectedEnd
Scn aaaNoMoveScriptFloat TimerShort doOnceBegin onLoad; resets timer for current cell load set Timer to 0; resets var for current cell load, so setRestrained/setGhost aren't called every frame set doOnce to 0; need to input values for these or else actor will spawn in between path grid nodes setPos x 0 setPos y 0 setPos z 0 setAngle z 0; turn on for weapon drawn anim; use 0 for no weapon drawn SetAlert 1; pick group from list provided PlayGroup AttackForwardPower, 1EndBegin GameMode; change value for desired pose if ( Timer < 0.5 ); this increments timer var to be able to stop anim set Timer to ( Timer + GetSecondsPassed ) else; these only need to be set once when player enters cell if doOnce == 0 set doOnce to 1; Unconscious actors do not "think" at all; this is not absolutely necessary, but can't hurt setUnconscious 1; Restrained actors will not move from their current position, but will continue to "think" (pick packages, run detection so they could yell alarms) & go into dialogue setRestrained 1; no combat, not harmed by hits/spells, will talk, cannot be pickpocketed setGhost 1 endif; causes the current animation to not be played for this frame skipAnim endifEnd

 . Very cool Felic.
. Very cool Felic.
Scn aaaNoMoveScriptFloat MyXFloat MyYFloat MyZFloat MyAxFloat MyAyFloat MyAzBegin onLoad Set MyX to GetPos X Set MyY to GetPos Y Set MyZ to GetPos Z Set MyAx to GetAngle X Set MyAy to GetAngle Y Set MyAz to GetAngle Z setPos x MyX setPos y MyY setPos z MyZ setAngle x MyAx setAngle y MyAy setAngle z MyAzEnd




Scn aaaMarkSpellScriptBegin ScriptEffectStart PlaceAtMe aaaMarkRecallTeleport 1, 0, 0 MessageBox "You have marked this location."End
Scn aaaRecallSpellScriptBegin ScriptEffectStart Player.MoveToMarker aaaMarkRecallTeleportEnd
Begin ScriptEffectStart aaaMarkRecallTeleport.MoveTo player MessageBox "You have marked this location"End




scn HeroAmuletPeaceScriptbegin OnEquip player Player.SetFactionRank HeroPredators 0 Player.AddSpell HeroPeaceAbilityendbegin OnUnequip player Player.SetFactionRank HeroPredators -1 Player.RemoveSpell HeroPeaceAbilityend


 Thanks for the great info here guys!
 Thanks for the great info here guys!
Scn HeroArenaSetScriptBegin GameMode if ( HeroWeatherType == 0 ) if ( getdistance player < 400 ) set HeroWeatherType to 1 if ( GetIsCurrentWeather "Clear" ) set HeroWeatherType to 1 endif if ( GetIsCurrentWeather "Cloudy" ) set HeroWeatherType to 2 endif if ( GetIsCurrentWeather "DefaultWeather" ) set HeroWeatherType to 3 endif if ( GetIsCurrentWeather "Fog" ) set HeroWeatherType to 4 endif if ( GetIsCurrentWeather "Overcast" ) set HeroWeatherType to 5 endif if ( GetIsCurrentWeather "Rain" ) set HeroWeatherType to 6 endif if ( GetIsCurrentWeather "Snow" ) set HeroWeatherType to 7 endif if ( GetIsCurrentWeather "Thunderstorm" ) set HeroWeatherType to 8 endif endif endifEnd
Scn HeroArenaLoadScriptBegin GameModeif ( HeroWeatherType > 0 ) if ( getdistance player < 400 ) if ( HeroWeatherType == 1 ) ForceWeather "Clear" Set HeroWeatherType to 0 elseif ( HeroWeatherType == 2 ) ForceWeather "Cloudy" Set HeroWeatherType to 0 elseif ( HeroWeatherType == 3 ) ForceWeather "DefaultWeather" Set HeroWeatherType to 0 elseif ( HeroWeatherType == 4 ) ForceWeather "Fog" Set HeroWeatherType to 0 elseif ( HeroWeatherType == 5 ) ForceWeather "Overcast" Set HeroWeatherType to 0 elseif ( HeroWeatherType == 6 ) ForceWeather "Rain" Set HeroWeatherType to 0 elseif ( HeroWeatherType == 7 ) ForceWeather "Snow" Set HeroWeatherType to 0 elseif ( HeroWeatherType == 8 ) ForceWeather "Thunderstorm" Set HeroWeatherType to 0 elseif ( HeroWeatherType > 8 ) ForceWeather "Clear" Set HeroWeatherType to 0 endif endifendifend
Scn HeroArenaResetScriptBegin GameMode if ( HeroWeatherType > 0 ) if ( getdistance player < 200 ) set HeroWeatherType to 0 endif endifend

scriptname TELElockScriptfloat timershort doWhatBegin GameMode if ( getlocked ) else if timer > 0 set timer to timer - getsecondspassed else if doWhat == 2 lock 100 set doWhat to 0 return elseif doWhat == 1 set timer to timer + 2 setopenstate 0 set doWhat to 2 return elseif doWhat == 0 set timer to timer + 10 set doWhat to 1 return endif endif endifEnd

