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Surilindur

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Everything posted by Surilindur

  1. Here is one idea, a bit late, though, and from someone not too experienced in magic effect thingies. But something relatively easy to accomplish might be using an activator, placed in a separate cell, that is moved to the target, made cast a spell and then moved back to the holding cell. Like: Create a new cell, place an xmarker and an activator (create a new one, for example) in thereSet the Editor ID of the activator to something unique you will remember, like NefariousAlienMashmellowsSet the xmarker as the activator's enable parentAnd you will have an activator ready for use. The xmarker is just something to move the activator back to when spell has been cast. Now onto the script in your Katana! I think. To make things relatively simple, you could make a new magic effect, with a Script Effect, and use the code in the effect. This way, it will work universally without the need to use OBSE event handlers or anything. In your script, you will want to pick a random spell (you have these ready, right)move the activator to the targethave the activator cast the chosen spell on the targetmove the activator awaySo it could look a bit like this (not sure exactly, been a few months since I did any Oblivion scripting, but something to give the idea of what it might look like): ScriptName MyMagicEffectScript ref rMe ; the target this effect script runs on ref rSpell ; the spell picked for use float fTemp ; temporary integer Array_var aSpells ; array of spells you have selected Begin ScriptEffectStart let aSpells := ar_Construct Array ; initiliase the array ar_Append aSpells SpellNumberOne ; add a spell to the array ar_Append aSpells SpellNumberTwo ; add another spell, etc. let fTemp := ar_Size aSpells ; get array size let fTemp -= 1 ; size = indexes + 1 let fTemp := rand 0 fTemp ; get random index... maybe? let fTemp := floor fTemp ; to round it down? let rSpell := aSpells[fTemp] ; get spell at index let rMe := GetSelf ; get the actor this runs on NefariousAlienCucumber.MoveTo rMe NefariousAlienCucumber.Cast rSpell rMe MessageEX "Activator cast %q%n%q on %q%n%q!", rSpell rMe let rMe := NefariousAlienCucumber.GetParentRef NefariousAlienCucumber.MoveTo rMe ; move to the parent xmarker EndHopefully that helps you a little. I have no idea how floating point numbers work as list indices. Feel free to ask if you run into issues, I can see if I could help you somehow. And hope I do not end up needing help myself, as well. Also, if someone has a better idea, I would love to hear it. Adding effects to NPCs is not my expertise. Just adding spells tagged as "ability" might be a better option if it works. That way, you would not need to have the activator thingy. If it works, that is. Just an idea.
  2. Maybe using ResetFallDamageTimer could help? With a trigger zone right before player hits the ground, maybe? Or something to set some fall damage multiplier to 0 for a while, maybe, if there is such a command - or variable. I do not know. Player.ResetFallDamageTimer Jumping thing probably works with DisableControl from OBSE. And EnableControl afterwards. DisableControl 13 ... EnableControl 13 And could the falling thing be made by moving the player to the target, but with supplying offsets? Or does it still move him/her on the ground? Player.MoveTo TargetRef 0,0,300 Maybe moving player up in the next frame? With a trigger zone (again)? If, despite the supplied z-axis offset, player is still moved on the ground? short DoOnce float Height Begin OnTrigger Player If ( DoOnce ) Return EndIf let DoOnce := 1 let Height := ( Player.GetPos Z ) + 300 Player.SetPos Z Height End If SetPos can be used on player. I have never done it. Or perhaps a collision box in the air, the XMarkerHeading on top of that one and then disable the collision box when player has been placed on top of it (by a trigger zone, maybe)? If a collision box counts as 'ground' so that the game places player on top of it. I have never done that either...
  3. Should Malonn still be interested in making that happen, it might be possible to turn all of player's equipped items into an array and then go through all of them with ForEach, doing something when an item of interest is found. This is how I would probably do it. Or at least how I would try to do it, as I have not checked whether it really works, but something like it should (if using CSE, it will automatically highlight errors and report wrong syntax, so it will be easy to fix the possible mistakes). The variables Array_var aItems Array_var aTemp ref rTemp And the main thing let aTemp := ar_Construct Array let aItems := Player.GetItems 20 ForEach aTemp <- aItems let rTemp := *aTemp If ( Player.GetEquipped rTemp ) && ( GetEquipmentSlot rTemp == 2 ) && ( GetArmorType rTemp == 1 ) ; This heavy armour piece occupies upper body ElseIf ( Player.GetEquipped rTemp ) && ( GetEquipmentSlot rTemp == 3 ) && ( GetArmorType rTemp == 1 ) ; This heavy armour piece occupies lower body ElseIf ( Player.GetEquipped rTemp ) && ( GetEquipmentSlot rTemp == 5 ) && ( GetArmorType rTemp == 1 ) ; This heavy armour piece occupies feet EndIf Loop let aTemp := ar_Null let aItems := ar_Null Something like that. The Item variable is a reference, and it stays the same until Loop command, after which it is set to the next equipped item. Hopefully that helps a little. Edit: Added initialisation for aTemp (also lines to empty the arrays), as a similar script of mine reported error with <- operator, and that seemed to fix it. Also made it more like what you might want it to be (check the specified body slots). If it works. Edit 2: Changed GetEquipped to GetItems for making it possible to use type filtering. Also changed the syntax to be one used for base objects, as I think GetItems returns base objects. Something like that worked about that way in a script I made just yesterday, so I suppose that one should work now, too. I have not yet tested it, though. Sorry for the confusion.
  4. Oh. A cookie. Thank you. I just had dinner a few hours ago, so it makes a fine dessert, albeit a rather modest one.
  5. Thank you. The site has a rather... interesting design. It looks like a forum all over, but there is a separate section for mods. Very interesting. Perhaps I could upload my mods here one day. When I have learned how to use the site, that is. And when I can do it. There seem to be all sorts of restructions here, which is a good thing, of course. Keeps the real world trolls away - the Elder Scrolls ones might still manage to get to the site, packaged in mods, for example...
  6. Hmm... the sticky post (I think it was a sticky post, the forum here looks a bit different to that of the Nexus sites) said it would be a good idea to start posting with a small introduction, so I thought I might make one, though it will certainly not be an interesting one and such. The reason why I made an account here is that it seems there are some tutorials available. Not that it would have been the only reason for it, though. There seems to be something more here, as well, like the forums. Hmm... I have not really browsed much here yet, as most places said I needed an account, so I do not really know what to expect. Also, the downloads seem to require an account. So I made one. And I had heard of TES Alliance before, but I never really knew what it was and what it had to offer, so I thought this might be a good way to find out. And a bit about myself. The first Elder Scrolls game I played was Oblivion, and I played it completely without mods. Then I found the unofficial patches, and installed them using the .exe installer. But why would I need an .exe installer to install a few plugins? So I searched for more information, tried various tools for mod management and eventually ended up making some mods myself, too. So I like the Elder Scrolls games, at least the ones I have played (mostly Oblivion, some Skyrim and a bit Morrowind). I have made a few mods, although I still would not count myself a 'mod-maker' (if it is a word). I have already found the Nexus site, so this is not the first modding community I have found, but the second one. And one of the few sites on the Internet I have created an account on. That is all I can think of at the moment. I am bad at writing things like this, and one can probably see it. Hopefully, I will find interesting topics on the forums here. And something else of interest, as well. Like I said, I am not sure what there is here, so I am not sure what to expect. But there is definitely something here. Should someone have questions, I can try to answear them. English is not my native language, so the quality of the answear will likely not be too... high?
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