Your NPC has to be ABLE to cast the spells. Check if your spell you want to sell is ranked master ot some other rank that is higher that your npcs ability to cast spells form that school. Check the cost too.
And if nothing works... make a quest with a quest script that adds the spell to your npc .. after that stop the quest in its own quest script so the quest won't load again.
Oh, well, she is able to cast, but i made her a master. Thought she wuold sell it simply ... although, why shouldn't a master
sell spells at much lower level, too. *fg* Okay, it's intended to be of use later in the game (perhaps lvl 35+ or more) and i
would say then: it's solved, too, because it's no problem. -
Problem 09 is fixed.Problem 11 still unsolved:Problem 11..
had same problem. Had to write the faction icon path in archiveinvalidation.txt
?hm, okay ... how does this works and what's all about this txt-file ?
Problems 12 and 13 to go:And after it problem 12 remains with low priority. The last problem (let's call it no. 13) then seems to be the implementation
of a marker creature. I made so far a teleport-spell with a fix x-marker-heading in my cell and always set a x-marker-heading
to the position, where i cast it, when i am not in my cell. - The problem as i understood it, is, that the 'moving' marker
tends to jump back to it's original position. To do something against it, one should progam a 'marker-rat'. I looked
about it, but it looks so complicated and i don't understand wether the existing scripts nore why it has to be so
complicated. Why not simply put the crature next to the marker when it is set and before player moves back to it simply
check if the marker is still next to the creature or move it back there ... ? Sounds simple enough or not ?^^ - Well,
could anybody tell me more about it ?
That then should be all and the mod ready for open-beta^^.
Thanks to Deylendor so far.