What i'd like to do those is have the mark put a mapmarker down on the world and have that updated (moved)
when a new mark spell is cast.
I know in Fallout3 and NV it was simply a matter of moving the map marker to the player, then enabling it.
To move, once a player marks the area, the mapmarker would then disable, get moved to the player again, and re-enable.
In skyrim, i can't seem to get that part to work. Here's the script.
Spoiler
Scriptname CSTeleportHomeScript extends ActiveMagicEffect {Teleport Home / Mark / Recall Script}ObjectReference Property rHomeMarker Auto {Marker used at the Home Destination - Does NOT move}ObjectReference Property rStoredMarker Auto {Marker used to mark a teleport destination - moves to players location when casting mark}ObjectReference Property rMarkSpellMarker Auto {Map Marker used to show the location on the world map}ObjectReference PlayerInt Property iState = 1 Auto Int Property iSubState = 0 Auto {State used to determin which part of the script to use: Properties are localized to a specific spell: 1 - Home Spell, 2 - Mark Spell, 3 - Recall Spell}Event OnEffectStart(Actor Target, Actor Caster) Player = Game.Getplayer() if iState == 1 ;Used by the Teleport Home Spell if iSubstate == 0 Player.moveto (rHomeMarker) iSubState = 1 endif elseif iState == 2 ;Used by the Mark Spell if iSubstate == 0 rMarkSpellMarker.Disable () rStoredMarker.MoveTo (Player) ;This WORKS rMarkSpellMarker.MoveTo (Player) rMarkSpellMarker.Enable () rMarkSpellmarker.Addtomap () ;If this does work, it's not updating or showing on the world map. iSubstate = 1 endif elseif iState == 3 ;Recall Spell if iSubState == 0 Player.MoveTo (rStoredMarker) iSubState = 1 endif endif EndEventEvent OnEffectEnd(Actor Target, Actor Caster) iSubState = 0EndEventAny help would be greatly appreciated.
Thanks,
-Mush-
