Back! Ready yet Rusty

Post » Tue Mar 11, 2014 7:23 pm

Hello Elder Scrolls Modders!

After an extended trip in game design world, with Mecha Robots powered by anti-matter, I'm Back to finish the mod job I started months ago. Sadly, I'm rusty and it takes time to gear up after being away from the creation kit. ( I'm sure you can sympathize ) I don't have a week or so to crack off the rust encrusted to my caffeine neglected memory nodes. So, I'm turning to you for three quick answers to land the last few touches to my mod project. It's time to finish this thing!

We've made giants talk, priestesses barter, saved Deadric dialogue from the cutting room floor, fiddled with wildly pathing goats, and redone an entire exterior nav meshes.

Here's the last three essentials;

1) By using scripting in a quest stage, how can I have an NPC perform a cast animation with a casting effect while still in conversation? (It's okay if the conversation ends)

2) By using scripting in a quest stage, how do I kill an NPC ( this should be easy... something close to GetActorRef().Kill() ??? )

3) By using scripting in a quest stage, how do I take an item away from the player? ( Game.GetPlayer().Removeitem(Blahblah) gives an error message when compiling... )

I'll be checking in for answers daily. Let's finish this thing before balancing Laser Beams vs. Auto-Repair comes around :)

Best,

- - Callirgos

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Mr. Ray
 
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