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I need help or advice for an Oblivion Mod


AlexPej79
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Ok, when I go back to playing Oblivion on PC from playing OB on PS3, I want to make a mod(s).

Ok, first I am going to advance my skills and level with either console cheats or a skill book. Which should I do, console cheats or a skill book?

Below is a script that I was helped at Bethesda forum, I am sure WillieSea helped me with it a long time ago. I also have make a spell script that increase skills, but I would have to have 21 spells of them.

ScriptName MasterSkill_script


short button1

short button2

short button3

short button4

short readOnce


Begin OnEquip

    messagebox "Increase which Skill?", "Combat", "Stealth", "Magic", "Cancel"

    set readOnce to 1

end


Begin MenuMode

    if readOnce == 1

        set button1 to getbuttonpressed


            if button1 == 0

                set readOnce to 2

            elseif button1 == 1

                set readOnce to 3

            elseif button1 == 2

                set readOnce to 4

            elseif button1 == 3

                message "Action Cancelled!"

                set readOnce to 0   

            endif

        endif

    endif

end

    if readonce == 2

    messagebox "Increase which Skill?", "Armorer/Endurance", "Athletics/Speed", "blade/Strength", "Block/Endurance", "Blunt/Strength", "Hand to Hand/Strength", "Heavy Armor/Endurance", "Cancel"

    set readonce to 5

end


Begin MenuMode

    if readOnce == 5

        set button2 to getbuttonpressed


            if button2 == 0

                If player.GetBaseAV Armorer < 100

                    ModPCSkill Armorer 1

                    set readOnce to 0

                endif

            elseif button2 == 1

                If player.GetBaseAV Athletics < 100

                    ModPCSkill Athletics 1

                    set readOnce to 0

                endif

            elseif button2 == 2

                If player.GetBaseAV Blade < 100

                    ModPCSkill Blade 1

                    set readOnce to 0

                endif

            elseif button2 == 3

                If player.GetBaseAV Block < 100

                    ModPCSkill Block 1

                    set readOnce to 0

                endif

            elseif button2 == 4

                If player.GetBaseAV Blunt < 100

                    ModPCSkill Blunt 1

                    set readOnce to 0

                endif

            elseif button2 == 5

                If player.GetBaseAV HandtoHand < 100

                    ModPCSkill HandtoHand 1

                    set readOnce to 0

                endif  

            elseif button2 == 6

                If player.GetBaseAV HeavyArmor < 100

                    ModPCSkill HeavyArmor 1

                    set readOnce to 0

                endif

            elseif button2 == 7

                message "Action Cancelled!"

                set readOnce to 0

            endif

        endif

    endif

end

    if readonce == 3

    messagebox "Increase which Skill?", "Acrobatics/Speed", "Light Armor/Speed", "Marksman/Agility", "Mercantile/Personality", "Security/Agility", "Sneak/Agility", "Speechcraft/Personality", "Cancel"

    set readonce to 6

end


Begin MenuMode

    if readOnce == 6

        set button3 to getbuttonpressed


            if button3 == 0

                If player.GetBaseAV Acrobatics < 100

                    ModPCSkill Acrobatics 1

                    set readOnce to 0

                endif

            elseif button3 == 1

                If player.GetBaseAV LightArmor < 100

                    ModPCSkill LightArmor 1

                    set readOnce to 0

                endif

            elseif button3 == 2

                If player.GetBaseAV Marksman < 100

                    ModPCSkill HandtoHand 1

                    set readOnce to 0

                endif

            elseif button3 == 3

                If player.GetBaseAV Mercantile < 100

                    ModPCSkill Mercantile 1

                    set readOnce to 0

                endif

            elseif button3 == 4

                If player.GetBaseAV Security < 100

                    ModPCSkill Security 1

                    set readOnce to 0

                endif

            elseif button3 == 5

                If player.GetBaseAV Sneak < 100

                    ModPCSkill Sneak 1

                    set readOnce to 0

                endif  

            elseif button3 == 6 

                If player.GetBaseAV Speechcraft < 100

                    ModPCSkill Speechcraft 1

                    set readOnce to 0

                endif

            elseif button3 == 7

                message "Action Cancelled!"

                set readOnce to 0

            endif

        endif

    endif

end

    if readonce == 4

    messagebox "Increase which Skill?", "Alchemy/Intelligence", "Alteration/Willpower", "Conjuration/Intelligence", "Destruction/Willpower", "Illusion/Personality", "Mysticism/Intelligence", "Restoration/Willpower", "Cancel"

    set readonce to 7

end


Begin MenuMode

    if readOnce == 7

        set button4 to getbuttonpressed


            if button4 == 0

                If player.GetBaseAV Alchemy < 100

                    ModPCSkill Alchemy 1

                    set readOnce to 0

                endif

            elseif button4 == 1

                If player.GetBaseAV Alteration < 100

                    ModPCSkill Alteration 1

                    set readOnce to 0

                endif

            elseif button4 == 2

                If player.GetBaseAV Conjuration < 100

                    ModPCSkill Conjuration 1

                    set readOnce to 0

                endif

            elseif button4 == 3

                If player.GetBaseAV Destruction < 100

                    ModPCSkill Destruction 1

                    set readOnce to 0

                endif

            elseif button4 == 4

                If player.GetBaseAV Illusion < 100

                    ModPCSkill Illusion 1

                    set readOnce to 0

                endif

            elseif button4 == 5

                If player.GetBaseAV Mysticism < 100

                    ModPCSkill Mysticism 1

                    set readOnce to 0

                endif  

            elseif button4 == 6

                If player.GetBaseAV Restoration < 100

                    ModPCSkill Restoration 1

                    set readOnce to 0

                endif

            elseif button4 == 7

                message "Action Cancelled!"

                set readOnce to 0

            endif

        endif

    endif

end
Here is the Spell Script:
scn Spell_Skill_Script


Begin ScriptEffectStart

If player.GetBaseAV (skill) < 100

   ModPCSkill (Skill) 1

Endif


End
Now I want to make a teleport spell because I don't want time to be used. I guess I was helped in the script as well but don't remember. I want to know if the teleport spells are ok? In the script location is on the steps to frostcrag tower, I don't know if I found those coordinates or was given to me. I want to know also how can I get the coordinates to the other cities, location by the stables? Script to the teleport script.

scn Teleport_Script


Begin ScriptEffectStart


PositionWorld 65003.6758, 144509.093, 39218.5156, 176, Tamriel


End

Last question for now. I want to make items and how can I make them leveled and carried by enemies?

Once again thanks in advanced.

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You could always go into the cs place an item in the world wherever you want to teleport to, then double click that object ref and get it's x, y, and z coordinates.

For leveled items to attomatically added you might want to edit the leveled lists. Add any item to the existing leveled lists in vanilla oblivion (or overhauled oblivion) and then there will be a chance that leveled creatures and NPCs will carry that item. This might have a few conflicting issues if you use an overhaul though...

And for your first question that I don't entirely understand... the first script looks best, because you can choose which stats to improve. To make it work put it on an item and make sure it is added to the player's inventory (or put it somewhere in the game-world).

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WOW, awesome link very much appreciated, so if I use:

Grateful Pass Stables

Tavern

Location: Tamriel (-74012, 4150, 5701)

Where will I be placed?

You'll be at the mapmarker coordinates. Had to check it in the CS myself. Those coordinates - for the stables - will bring you to the road in front of the gates of each town, near the stables. You'll be facing the stables when you land there. Bruma and Cheydinhal are the same - each of the stables' coordinates on that map are the mapmarkers. I think you're safe!

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You'll be at the mapmarker coordinates. Had to check it in the CS myself. Those coordinates - for the stables - will bring you to the road in front of the gates of each town, near the stables. You'll be facing the stables when you land there. Bruma and Cheydinhal are the same - each of the stables' coordinates on that map are the mapmarkers. I think you're safe!

Thanks a lot, that takes care of the coordinates question.

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You could always go into the cs place an item in the world wherever you want to teleport to, then double click that object ref and get it's x, y, and z coordinates.

For leveled items to attomatically added you might want to edit the leveled lists. Add any item to the existing leveled lists in vanilla oblivion (or overhauled oblivion) and then there will be a chance that leveled creatures and NPCs will carry that item. This might have a few conflicting issues if you use an overhaul though...

And for your first question that I don't entirely understand... the first script looks best, because you can choose which stats to improve. To make it work put it on an item and make sure it is added to the player's inventory (or put it somewhere in the game-world).

Ok, I guess for now I am 80% sure that I will not make leveled item to go on NPC, but use the 20% to figure something else about the items. Thanks

As for the skill script to put on book, I see you agree on that. My question was either use console command or the skill book. I will go with the book. Thanks

So thats 2 questions answered so far: the Coordinates and skill book.

Now another question how do I make items add to my inventory when I start a save? You know when you get the official DLC and load your game, keys and journal update automatically come you.

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You need a quest script for that :)

Scriptname AddItemScript


Short DoOnce


Begin GameMode


If DoOnce == 0

     Player.additem YourItemID

     ;Other stuff can be done here too

Else

     Return

Endif

     Set DoOnce to 1

End

As for the ItemID, the game will say it's 01000CE6 but if the mod is in the 8th position it will be 08000CE6? So that means in the script has to be 01000CE6 or 08000CE6? Maybe I don't know what I am talking about but usually when I put additem 01000CE6 1 in console command it's not there and I have to change the second digit.

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All you do is change the YourItemID to the actual item you want and save the script as a quest script. Now I am unsure if you have dealt with quest scripts before, but if not, make a dummy quest and attach the script to it.

Ok, I can learn how to do a quest script, but for now I am looking at another idea. Can I make an item (say a book), I read it and the items will be added to my inventory? Place the book on the floor in the map, find it and read it. The script that I will put in the book would be the same you gave me InsanitySorrow? The quest script, I know I will screw it up.

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Ok, I can learn how to do a quest script, but for now I am looking at another idea. Can I make an item (say a book), I read it and the items will be added to my inventory? Place the book on the floor in the map, find it and read it. The script that I will put in the book would be the same you gave me InsanitySorrow? The quest script, I know I will screw it up.

A very small change is needed to the script I posted, instead of:

Begin Gamemode

Replace with:

Begin OnEquip

So when its read you get the items :yes:

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A very small change is needed to the script I posted, instead of:

Begin Gamemode

Replace with:

Begin OnEquip

So when its read you get the items :yes:

Thanks InsanitySorrow, grond and critterman for answering my questions and if I have any others I will ask but none that I can think of right now.

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Ok I went into CS and verified the coordinates. Only Bruma, Cheydinhal and IC left me at door, so I found new points.

Bruma: 30148, 148350, 25800 / Chey...: 112224, 92224, 7168 / IC 17783, 64339, 3000. What I did is put a chest and changed numbers and saw where it went.

2 Question.

Should I add 20points to Z so I am not in ground but will fall to ground?

Why in my teleport spell in my post 1 has 4 numbers and these are 3 which makes sense(X, Y, Z)?

scn Teleport_Script


Begin ScriptEffectStart


PositionWorld 65003.6758, 144509.093, 39218.5156, 176, Tamriel


                 ^ 1          ^2          ^3       ^4


End

Thanks again. :thumbup: take one

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You'll be at the mapmarker coordinates. Had to check it in the CS myself. Those coordinates - for the stables - will bring you to the road in front of the gates of each town, near the stables. You'll be facing the stables when you land there. Bruma and Cheydinhal are the same - each of the stables' coordinates on that map are the mapmarkers. I think you're safe!

I came back to re-read this, Bruma and Cheydinhal were the 2 out of 3 that had the chest sticking halfway out the door. Unless I made a mistake in entering X, Y, Z of the object. Ok gonna go try later again maybe I messed up.

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I came back to re-read this, Bruma and Cheydinhal were the 2 out of 3 that had the chest sticking halfway out the door. Unless I made a mistake in entering X, Y, Z of the object. Ok gonna go try later again maybe I messed up.

Duh stupid me, I went back to the map the one grond gave me, apparently there is 2 locations at the 3 cities, I wrote down the wrong coordinates.

2 Question.

Should I add 20points to Z so I am not in ground but will fall to ground?

Why in my teleport spell in my post 1 has 4 numbers and these are 3 which makes sense(X, Y, Z)?

scn Teleport_Script


Begin ScriptEffectStart


PositionWorld 65003.6758, 144509.093, 39218.5156, 176, Tamriel


                 ^ 1          ^2          ^3       ^4


End

Thanks again. :thumbup: take one

These question I still haven't figured out yet.

Another question.

On a book with choices how many buttons allowed max?

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Duh stupid me, I went back to the map the one grond gave me, apparently there is 2 locations at the 3 cities, I wrote down the wrong coordinates.

These question I still haven't figured out yet.

Another question.

On a book with choices how many buttons allowed max?

Book with choices? You mean a message box? The max number of buttons on a message box is ten.

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Book with choices? You mean a message box? The max number of buttons on a message box is ten.

Yes, Yes, thanks!

2 Question more.

Should I add 20points to Z so I am not in ground but will fall to ground?

Why in my teleport spell in my post 1 has 4 numbers and these are 3 which makes sense(X, Y, Z)?

scn Teleport_Script


Begin ScriptEffectStart


PositionWorld 65003.6758, 144509.093, 39218.5156, 176, Tamriel


                 ^ 1          ^2          ^3       ^4


End

Thanks again. :thumbup: take one

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Yes, Yes, thanks!

2 Question more.

Should I add 20points to Z so I am not in ground but will fall to ground?

Why in my teleport spell in my post 1 has 4 numbers and these are 3 which makes sense(X, Y, Z)?

scn Teleport_Script


Begin ScriptEffectStart


PositionWorld 65003.6758, 144509.093, 39218.5156, 176, Tamriel


 ^ 1 ^2 ^3 ^4


End

Thanks again. :thumbup: take one

1) Yes adding a few units to the z value would ensure the player wont get stuck or something, but probably 10 units should be only necessary.

2) That last value in your PositionWorld call (value #4) is the z angle rotation of the object when it is spawned. It goes from 0 to 360.

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1) Yes adding a few units to the z value would ensure the player wont get stuck or something, but probably 10 units should be only necessary.

2) That last value in your PositionWorld call (value #4) is the z angle rotation of the object when it is spawned. It goes from 0 to 360.

Thanks and Duh again to me, I forgot. I made that long time ago. So I should put that in when I make teleport to the other spots? Assuming 0 is north and 180 is south.

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