I check the start Game Enabled and the Run once in the Quest Data Tab.
Set the pority to 80 and leave the type to none.
Then a create a script like this.
Scriptname MCSScript extends activemagiceffect Spell Property MCSChangeCloth AutoEvent OnInit()Game.GetPlayer().AddSpell(MCSChangeCloth)EndEvent
The MCSChangeCloth is a spell id newly created and I've tested it in the game and quite sure it can be added to the player's magic list.
So,shall the quest begin automagically and add the spell like a console?
As the mod may only run once.I've unload and reload it for some times but still not works.No new magic has been added.
Thanks if anyone may help