Quick Questions -- Quick Answers, The Twelfth

Post » Fri May 27, 2011 2:48 am

thanks :D
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Jason Rice
 
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Post » Fri May 27, 2011 6:00 am

Is there a way to edit a String Game Setting through a Script? I tried con_SetGameSetting, but it didn't seem to have any effect when a String is used for the Value.
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SiLa
 
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Post » Fri May 27, 2011 5:24 am

In relation to the 'GoToJail' function, is there any way to detect what cell the player is being moved to when said function is called?

I'm trying to make it so that if the player is sent to either of my (going to be) two jails, an npc is moved to an adjacent cell to the player in the jail he is sent to.
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Marguerite Dabrin
 
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Post » Thu May 26, 2011 8:35 pm

In relation to the 'GoToJail' function, is there any way to detect what cell the player is being moved to when said function is called?

I'm trying to make it so that if the player is sent to either of my (going to be) two jails, an npc is moved to an adjacent cell to the player in the jail he is sent to.


You could use GetInCell after the Player has gone to Jail, and then move the NPC into location thereafter.
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Sophh
 
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Post » Fri May 27, 2011 1:47 am

(I also posted this in a separate thread, but I thought maybe this is better..)
Hi. I'm new to modding with oblivion so I have a couple of questions. I'm making a bow and arrow mod for myself, but i get 2 issues.

1. The Bow breaks after the first shot. I set the Bow's health to 400, which is more than most bows i see in CS. But still? How do i fix this?

2. When i click my stack of 50000 arrows (IN GAME) only 1 arrow is "equipped" into the quiver ( at least i think so, cant be to sure cuz my bow keeps breaking and maybe that causes the arrows to unequip)

I set the damage of the bow AND arrow to 60000 ( :o CHEAT :o ), Is that a problem perhaps?
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Len swann
 
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Post » Fri May 27, 2011 2:01 am

(I also posted this in a separate thread, but I thought maybe this is better..)
Hi. I'm new to modding with oblivion so I have a couple of questions. I'm making a bow and arrow mod for myself, but i get 2 issues.

1. The Bow breaks after the first shot. I set the Bow's health to 400, which is more than most bows i see in CS. But still? How do i fix this?

2. When i click my stack of 50000 arrows (IN GAME) only 1 arrow is "equipped" into the quiver ( at least i think so, cant be to sure cuz my bow keeps breaking and maybe that causes the arrows to unequip)

I set the damage of the bow AND arrow to 60000 ( :o CHEAT :o ), Is that a problem perhaps?


Looking at the CS wiki, it looks like the Arrow damage IS the cause. The Wiki says:

Health: The amount of wear and tear the weapon can take before breaking. Weapons with reduced health do less damage. The amount of health reduced per strike with the weapon seems to be calculated from the setting fDamageToWeaponPercentage.


Taking into account the high damage, it sounds like the percentage damage from the shot is greater than the Bow's health. Try using a lower damage on the arrows, and see if the effect persists. If it doesn't, then just increase the bow's Health.
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Nuno Castro
 
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Post » Fri May 27, 2011 8:24 am

Looking at the CS wiki, it looks like the Arrow damage IS the cause. The Wiki says:

Taking into account the high damage, it sounds like the percentage damage from the shot is greater than the Bow's health. Try using a lower damage on the arrows, and see if the effect persists. If it doesn't, then just increase the bow's Health.



Hey thanks for the help. I actually figured this out myself for once ;). I lowered the damage, and raised the health, that made the bow durable again. And the arrows quiver issue was fixed by lowering the amount of arrows to a "normal" value (in my case 500 arrows)

Thanks still!

PROBLEMS FIXED!
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Elina
 
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Post » Fri May 27, 2011 3:36 am

Is there a simple way to dequestify quest objects if the required NPC dies?
Like a line of some sort added to stage 200 of the quest to switch off the item's quest flag?
I've looked at the vanilla quests and items but can't see anything anywhere that does this.
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T. tacks Rims
 
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Post » Fri May 27, 2011 9:58 am

Begin OnDeath
ObjectID.setquestitem 0
End

(Or however the command is. Of course setstages can also be put into it, in case the quest is already running and needs to be closed. If GetQuestRunning Bla == 1, setstage Bla ##, endif.)
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Taylor Thompson
 
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Post » Thu May 26, 2011 10:47 pm

Is there a simple way to dequestify quest objects if the required NPC dies?
Like a line of some sort added to stage 200 of the quest to switch off the item's quest flag?
I've looked at the vanilla quests and items but can't see anything anywhere that does this.


SetQuestObject [ObjectID] 0

The Object ID is the Form ID from the CS (the name) rather than the reference, I believe.
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Yonah
 
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Post » Thu May 26, 2011 8:55 pm

This should be simple but I can't figure out how to do it . . .

what is the script command (OBSE or CS) to get the refid of NPC you are in dialog with?

-dan
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Laura Tempel
 
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Post » Fri May 27, 2011 5:22 am

Begin OnDeath
ObjectID.setquestitem 0
End
(Or however the command is. Of course setstages can also be put into it, in case the quest is already running and needs to be closed. If GetQuestRunning Bla == 1, setstage Bla ##, endif.)


SetQuestObject [ObjectID] 0
The Object ID is the Form ID from the CS (the name) rather than the reference, I believe.


Thanks!

I have scripts for each NPC to trigger quest stage 200 of their quest if they die.

So is it best including the line .setquestitem 0 in the NPC death script before the setstage part
or adding SetQuestObject to stage 200 of the quest? ,--like
SetQuestObject ANQSQ07EngagementRing 0
StopQuest ANQSmallQuest07
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Kate Murrell
 
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Post » Fri May 27, 2011 2:53 am

Is there a console command that I can use ingame to get my cell co-ordinates? I think that I heard of an OBSE one, but just didn't note it at the time.
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Anne marie
 
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Post » Thu May 26, 2011 10:55 pm

Is there a console command that I can use ingame to get my cell co-ordinates? I think that I heard of an OBSE one, but just didn't note it at the time.


is this what you are looking for.

player.getpos x
player.getpos y
player.getpos z


note these are not obse functions, they are cs functions
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patricia kris
 
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Post » Fri May 27, 2011 8:57 am

is this what you are looking for.

player.getpos x
player.getpos y
player.getpos z


note these are not obse functions, they are cs functions


Perfect, as good as I had hoped for. I've just spent 40 minutes navigating Middle Earth to try and get accurate co-ordinates for a region.
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Andrew
 
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Post » Fri May 27, 2011 12:20 am

How do I set up an ini for a mod?

Perfect, as good as I had hoped for. I've just spent 40 minutes navigating Middle Earth to try and get accurate co-ordinates for a region.

If you want you can also you tdt.
Open the console and write "sdt 0", press enter, and then write "tdt" and press enter. It will give you coordinates, cell ID, etc.
http://cs.elderscrolls.com/constwiki/index.php/Debug_Text#Zero_-_Time_and_Place and extra info.
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Kahli St Dennis
 
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Post » Thu May 26, 2011 9:44 pm

If you want you can also you tdt.
Open the console and write "sdt 0", press enter, and then write "tdt" and press enter. It will give you coordinates, cell ID, etc.
http://cs.elderscrolls.com/constwiki/index.php/Debug_Text#Zero_-_Time_and_Place and extra info.


Better again, thanks.
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Sasha Brown
 
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Post » Thu May 26, 2011 8:40 pm

Thanks!

I have scripts for each NPC to trigger quest stage 200 of their quest if they die.

So is it best including the line .setquestitem 0 in the NPC death script before the setstage part
or adding SetQuestObject to stage 200 of the quest? ,--like
SetQuestObject ANQSQ07EngagementRing 0
StopQuest ANQSmallQuest07

Either way's fine.

How do I set up an ini for a mod?
I posted a link in the previous page, IIRC.
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Neliel Kudoh
 
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Post » Fri May 27, 2011 7:34 am

This should be simple but I can't figure out how to do it . . .

what is the script command (OBSE or CS) to get the refid of NPC you are in dialog with?

-dan

http://www.obse.silverlock.org/obse_command_doc.html#GetActiveMenuRef 1009
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Emily abigail Villarreal
 
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Post » Fri May 27, 2011 11:56 am

Hey there!

How do I get the name of the object I just activated in a script?
(I'm trying to get the name of the flora I'm touching so I can use in another part of the script)

Thanks in advance!
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Haley Cooper
 
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Post » Fri May 27, 2011 3:21 am

Hey there!

How do I get the name of the object I just activated in a script?
(I'm trying to get the name of the flora I'm touching so I can use in another part of the script)

Thanks in advance!

Use http://cs.elderscrolls.com/constwiki/index.php/GetCrosshairRef to grab a reference to the object under your cross hairs, and use the $ operator to extract the name ( if it has one )
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Julia Schwalbe
 
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Post » Fri May 27, 2011 11:18 am

I know you can have one script check the value of a variable in another script, but can the first script change the value of the other script's variable as well? Do they have to be of the same script type (both quest scripts)?

I have one magic effect script with the syntax:
set ThatOtherQuestScript.doonce to 0
in the scripteffectfinish block. But when I compile it, it says there's an unknown variable or function "doonce" in the magic effect script, like it's not checking the quest script I'm telling it to. There is definitely a doonce variable in the quest script, but not one in the magic effect script.
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Amiee Kent
 
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Post » Thu May 26, 2011 9:24 pm

I'm having trouble with a token.I want it to set the stage in a quest to a certain one based on the players class. I used this script with the fixed paladin talent code I posted a couple days below it but nothing happens, not even the "cannot equip message. I've tried swapping the gamemode in the paladin script for menumode but still nothing
ScriptName TalentTokenScriptBegin OnEquip	SetStage RedTalentsQuest 10End

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Lewis Morel
 
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Post » Fri May 27, 2011 5:16 am

I'm having trouble with a token.I want it to set the stage in a quest to a certain one based on the players class. I used this script with the fixed paladin talent code I posted a couple days below it but nothing happens, not even the "cannot equip message. I've tried swapping the gamemode in the paladin script for menumode but still nothing
ScriptName TalentTokenScriptBegin OnEquip	SetStage RedTalentsQuest 10End


Could you post the rest of the code, or make a topic for it please?
One thing that is immediately a problem here is that once you equip that item it will set the quest to stage 10, but if you unequip and re-euip at a later stage you will reset the stage to 10. You need to add some condition.
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Lawrence Armijo
 
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Post » Fri May 27, 2011 3:36 am

ScriptName TalentTokenScriptShort DoOncefloat fQuestDelayTimeBegin OnEquip	SetStage TalentTokenAddQuest 10	Set Doonce to 0	Set fQuestDelayTime to .0001EndShort ChoiceShort Choice2Short TalentTree1Short TalentTree2Short TalentTree3Short Tree11Short Tree12Short Tree13Short Tree14Short Tree15Short Tree21Short Tree22Short Tree23Short Tree24Short Tree25Short Tree31Short Tree32Short Tree33Short Tree34Short Tree35Begin MenumodeIf GetStage RedTalentsQuest == 10 && Doonce == 0		Messagebox "Which Tree do you wish to use your talent points in?" "Retribution" "Protection" "Holy" "None"		Set DoOnce to 1			Set Choice to GetButtonPressed				If Choice == 0					MessageBox "Which talent do you wish to learn?" "Improved Retribution Aura" "Seal of command" "Two-Handed Blunt Training" "Sanctified Retribution" "Two-Handed Blade Training" "None"						Set Choice2 to GetButtonPressed							If Choice2 == 0								If Tree11 == 0									AddFullEffectItem SHLD 5 0 0 0 RetributionAura									Player.RemoveItem TalentToken 1									Set Tree11 to Tree11 +1									Set TalentTree1 to ( TalentTree1 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already have this talent"									SetStage RedTalentsQuest 1									Set Doonce to 0								Endif							Elseif Choice2 == 1								If Tree12 == 0									Player.AddSpell PaladinSealCommand									Player.RemoveItem TalentToken 1									Set Tree12 to Tree12 + 1									Set TalentTree1 to ( TalentTree1 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else								Message "You already have this talent"								SetStage RedTalentsQuest 1								Set Doonce to 0								Endif							Elseif Choice2 == 2								If Tree13 == 0									Player.AddSpell Blunt2hExpertise									Player.RemoveItem TalentToken 1									Set Tree13 to Tree13 + 1									Set TalentTree1 to ( TalentTree1 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree13 == 1									Player.AddSpell Blunt2hMastery									Player.RemoveItem TalentToken 1									Set Tree13 to Tree13 + 1									Set TalentTree1 to ( TalentTree1 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already mastered two-handed blunt weapons"									SetStage RedTalentsQuest 1									Set Doonce to 0								Endif							Elseif Choice2 == 3								If Tree15 == 0									AddFullEffectItem REDG 5 0 0 0 RetributionAura									Player.RemoveItem TalentToken 1									Set Tree15 to Tree15 + 1									Set TalentTree1 to ( TalentTree1 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already have this talent"									SetStage RedTalentsQuest 1									Set Doonce to 0								Endif							Elseif Choice2 == 4								If Tree15 == 0									Player.AddSpell Blade2hTraining									Player.RemoveItem TalentToken 1									Set Tree15 to Tree15 + 1									Set TalentTree1 to ( TalentTree1 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree15 == 1									Player.AddSpell Blade2hExpertise									Player.RemoveItem TalentToken 1									Set Tree15 to Tree15 + 1									Set TalentTree1 to ( TalentTree1 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree15 == 2									Player.AddSpell Blade2hMastery									Player.RemoveItem TalentToken 1									Set Tree15 to Tree15 + 1									Set TalentTree1 to ( TalentTree1 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already mastered two-handed bladed weapons"								Endif							Elseif Choice2 == 5								SetStage RedTalentsQuest 1								Set Doonce to 0							Endif				Elseif Choice == 1					MessageBox "Which talent do you wish to learn?" "Improved Devotion Aura" "Plate Armor Specialization" "One-Handed Blunt Weapon Training" "Shield Training" "1-Handed Bladed Weapon Training" "None"							Set Choice2 to GetButtonPressed							If Choice2 == 0								If Tree21 == 0									AddFullEffectItem SHLD 5 0 0 0 DevotionAura									Player.RemoveItem TalentToken 1									Set Tree21 to Tree21 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree21 == 1									AddFullEffectItem SHLD 5 0 0 0 DevotionAura									Player.RemoveItem TalentToken 1									Set Tree21 to Tree21 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree21 == 2									AddFullEffectItem SHLD 5 0 0 0 DevotionAura									Player.RemoveItem TalentToken 1									Set Tree21 to Tree21 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already have this talent"									SetStage RedTalentsQuest 1									Set Doonce to 0								Endif							Elseif Choice2 == 1								If Tree22 == 0									Player.AddSpell PlateArmorTraining									Player.RemoveItem TalentToken 1									Set Tree22 to tree22 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree22 == 1									Player.AddSpell PlateArmorSpecialization									Player.RemoveItem TalentToken 1									Set Tree22 to Tree22 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree22 == 2									Player.AddSpell PlateArmorExpertise									Player.RemoveItem TalentToken 1									Set Tree22 to Tree22 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already have this talent"									SetStage RedTalentsQuest 1									Set Doonce to 0								Endif							Elseif Choice2 == 2								If Tree23 == 0									Player.AddSpell Blunt1hExpertise									Player.RemoveItem TalentToken 1									Set Tree23 to Tree23 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree23 == 1									Player.AddSpell Blunt1hMastery									Player.RemoveItem TalentToken 1									Set Tree23 to Tree23 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already mastered one-handed blunt weapons"									SetStage RedTalentsQuest 1									Set Doonce to 0								Endif							Elseif Choice2 == 3								If Tree24 == 0									Player.AddSpell ShieldTraining									Player.RemoveItem TalentToken 1									Set Tree24 to Tree24 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree24 == 1									Player.AddSpell ShieldSpecialization									Player.RemoveItem TalentToken 1									Set Tree24 to Tree24 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree24 == 2									Player.AddSpell ShieldExpertise									Player.RemoveItem TalentToken 1									Set Tree24 to Tree24 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already mastererd shielding"									SetStage RedTalentsQuest 1									Set Doonce to 0								Endif							Elseif Choice2 == 4								If Tree25 == 0									Player.AddSpell Blade1hTraining									Player.RemoveItem TalentToken 1									Set Tree25 to Tree25 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree25 == 1									Player.AddSpell Blade1hExpertise									Player.RemoveItem TalentToken 1									Set Tree25 to Tree25 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree25 == 2									Player.AddSpell Blade1hMastery									Player.RemoveItem TalentToken 1									Set Tree25 to Tree25 + 1									Set TalentTree2 to ( TalentTree2 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already mastered one-handed bladed weapons"									SetStage RedTalentsQuest 1									Set Doonce to 0								Endif							Elseif Choice2 == 5								SetStage RedTalentsQuest 1								Set Doonce to 0							Endif				Elseif Choice == 2					MessageBox "Which talent do you wish to learn?" "Improved Blessing of Light" "Improved Blessing of Wisdom" "Improved Blessing of Might" "Improved Blessing of Protection" "Flash of Light" "None"						Set Choice2 to GetButtonPressed							If Choice2 == 0								If Tree31 == 0									AddFullEffectItem SHLD 5 0 0 0 BlessingLight									Player.RemoveItem TalentToken 1									Set Tree31 to Tree31 + 1									Set TalentTree3 to ( TalentTree3 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								If Tree31 == 1									AddFullEffectItem SHLD 5 0 0 0 BlessingLight									Player.RemoveItem TalentToken 1									Set Tree31 to Tree31 + 1									Set TalentTree3 to ( TalentTree3 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree31 == 2									AddFullEffectItem SHLD 5 0 0 0 BlessingLight									Player.RemoveItem TalentToken 1									Set Tree31 to Tree31 + 1									Set TalentTree3 to ( TalentTree3 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already have this talent"									SetStage RedTalentsQuest 1									Set Doonce to 0								Endif							Elseif Choice2 == 1								If Tree32 == 0									AddFullEffectItem RESP 1 0 60 0 PaladinSkill11W									Player.RemoveItem TalentToken 1									Set Tree32 to Tree32 + 1									Set TalentTree3 to ( TalentTree3 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree32 == 1									AddFullEffectItem SHLD 1 0 60 0 PaladinSkill11W									Player.RemoveItem TalentToken 1									Set Tree32 to Tree32 + 1									Set TalentTree3 to ( TalentTree3 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree32 == 2									AddFullEffectItem RESP 1 0 60 0 PaladinSkill11W									Player.RemoveItem TalentToken 1									Set Tree32 to Tree32 + 1									Set TalentTree3 to ( TalentTree3 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already have this talent"									SetStage RedTalentsQuest 1									Set Doonce to 0								Endif							Elseif Choice2 == 2								If Tree33 == 0									ModNthEffectItemDuration 15 PaladinSkill11M 0									Player.RemoveItem TalentToken 1									Set Tree33 to Tree33 + 1									Set TalentTree3 to ( TalentTree3 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree33 == 1									ModNthEffectItemDuration 15 PaladinSkill11M 0									Player.RemoveItem TalentToken 1									Set Tree33 to Tree33 + 1									Set TalentTree3 to ( TalentTree3 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree33 == 2									ModNthEffectItemDuration 15 PaladinSkill11M 0									Player.RemoveItem TalentToken 1									Set Tree33 to Tree33 + 1									Set TalentTree3 to ( TalentTree3 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already have this talent"								Endif							Elseif Choice2 == 3								If Tree34 == 0									ModNthEffectItemDuration 15 PaladinSkill11P 0									Player.RemoveItem TalentToken 1									Set Tree34 to Tree34 + 1									Set TalentTree3 to ( TalentTree3 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								ElseIf Tree34 == 1									ModNthEffectItemDuration 15 PaladinSkill11P 0									Player.RemoveItem TalentToken 1									Set Tree34 to Tree34 + 1									Set TalentTree3 to ( TalentTree3 + 1 )									SetStage RedTalentsQuest 1								ElseIf Tree34 == 2									ModNthEffectItemDuration 15 PaladinSkill11P 0									Player.RemoveItem TalentToken 1									Set Tree34 to Tree34 + 1									Set TalentTree3 to ( TalentTree3 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already have this talent"								Endif							Elseif Choice2 == 4								If Tree35 == 0									Player.AddSpell PaladinTalentFlash									Player.RemoveItem TalentToken 1									Set Tree35 to Tree35 +1									Set TalentTree3 to ( TalentTree3 + 1 )									SetStage RedTalentsQuest 1									Set Doonce to 0								Else									Message "You already have this Talent"								Endif							Elseif Choice2 == 5								SetStage RedTalentsQuest 1								Set Doonce to 0							Endif					Else						SetStage RedTalentsQuest 1						Set Doonce to 0					Endif				EndifEndif End 


It is a misc item BTW
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Hilm Music
 
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