The cloaks operate on a very simple tag based call, two event scripts that I have added need to be added ns_oneq and ns_uneq which go in the tabs on Equipped and on Unequipped respectively, after this is done all you have to do is to place the items in any manner you deem prudent.
When equipped the cloaks will Displace (Conceal 20% Lesser (Can be Dispelled) - 40% (Cannot be Dispelled) the wearer for as long as you are wearing it, take it off and the effects will dissipate instantly.
I've added a short line of chat to be sent to the player and a visual effect on equip and unequip that can be removed without really affecting the script itself.
The items can be found in the Items: Custom: Special - Custom 5 Tab.
That's certainly a possibility I suppose, but I personally don't know how to accomplish it. I'm not that well versed in scripting and I mostly just wing it until I think of something useful that actually works. _________________________ "Eloquence dear freind, Eloquence in simplicity."
-Arken Deadroth
I mean, I suppose you have to import the ERF into every module, maybe even add the scripts. I was wondering if there was a way to use the cloaks as an override, so it appears in every module as default.
Invisibility cloaks are now on the Vault (Pending Approval) so feel free to check them out at your leisure. Very similar to the displacement cloaks in that their are two items with varying strengths. The first is a dispel-able Normal Invisibility enchantment while the second is a dispel immune Improved invisibility. _________________________ "Eloquence dear freind, Eloquence in simplicity."
-Arken Deadroth
Oh I'll put my invisibility cloaks on the vault tomorrow then, just have to make the greater version first. And as for Jedijax, I'm not sure what you mean? Elaborate? _________________________ "Eloquence dear freind, Eloquence in simplicity."
-Arken Deadroth