Help with script to summon and release
#1
Posted 31 December 2008 - 03:32 AM
here is the example
scn aaDremRefSummon
Begin scripteffectstart
if DremRef.getDistance Player < 1500 && DremRef.isridinghorse == 0
DremRef.MoveTo DremoraMoveToRef
DremRef.addscriptpackage aaaDefaultStayAtCurrentLocation
elseif DremRef.isridinghorse == 0
DremRef.MoveTo player, 0, 256, 0
DremRef.addscriptpackage aaaaFollowMe
endif
End
Now to state as far as i can see this is the only summon spell for the dremora companion...
It seems to work fine, I can summon my dremora at will and i can send it back using the same spell... the spell that uses this script.
However when I rewrite this script using references to my npc I get nothing...
I do not understand the check if the dremora is riding a horse.
The companion would not be riding on a horse while in the dummy cell.
In my script I will leave the check for isridinghorse out
In viewing this script I cannot grasp how the npc is summoned and stays with me until i use the spell again
but like i said it works for the dremora... How can I make it work with my npc?
Edit: one other thing, If I am load multiple plugins into the cs, so that i may use certain resources those plugins provide, will my mod work in game as long as those plugins are also active in game?
#2
Posted 31 December 2008 - 06:18 AM
DremoraMoveToRef is probably a "marker" persistent reference placed in the holding cell where the Dremora would go when dismissed. It's probably also worth noting that, while aaaDefaultStayAtCurrentLocation is a Vanilla AI Package, aaaaFollowMe was added by the mod.
To make an .esp use another .esp's data, you need to mess with the files somewhat (Tutorial). For something like this, you'd almost definitely be better off doing it from scratch, or copy-pasting that script over and changing it to work with your mod.
#3
Posted 31 December 2008 - 06:34 AM
I don't quite get the IsRidingHorse thing either. Maybe it would cause trouble if the Dremora was riding a horse?
DremoraMoveToRef is probably a "marker" persistent reference placed in the holding cell where the Dremora would go when dismissed. It's probably also worth noting that, while aaaDefaultStayAtCurrentLocation is a Vanilla AI Package, aaaaFollowMe was added by the mod.
To make an .esp use another .esp's data, you need to mess with the files somewhat (Tutorial). For something like this, you'd almost definitely be better off doing it from scratch, or copy-pasting that script over and changing it to work with your mod.
Thanks I'll take that advice,
I will work on this more and post when I have an update.
Edit: After 2 minutes of reading that tutorial which, for somereason i hadnt come across yet, I solved more than one of my problems. Thanks a lot for pointing the way. :-) I will keep updated.
#4
Posted 31 December 2008 - 07:14 AM
I am a bit confused though
If I want to make new plugin based on the other plugins then i will need to make the 2 plugins that i need data from to .esm? or i need to make the new plugin.esm? I leaning more towards making the plugins i need data from as masters long enough to pull my info out of them and into my new plugin.
IF i am wrong let me know, for now I am going to get wirebash since it seems the best for this job.
The was the problem yep I have a fully functioning summon/release spell for my soon to be companions , who even has a mystic high elf head now O.O. lol thanks
#5
Posted 31 December 2008 - 08:45 PM
#6
Posted 31 December 2008 - 09:22 PM
I always had trouble with De-Isolation, even with that tutorial, but you need to make the files you draw data from .esms.
I passed that already :-)
I have a working summon spell that calls her to me, I have two rings and an amulet which I would really like to break down into a one ring thing, to command her. She can summon an akatosh and follow me in it as long as i dont fly... defeating the purpose there :-)
It takes her about 5 minutes to get on the drake unless I make the drake no clip for a few seconds
I wonder is there anyway to make her instantly activate the drake?
also i need to get here to switch to run mode as soon as i do else she falls off the drake when i fly away from here,causing me another agonzing 5 minutes of watching her push the drake everywhere while trying to mount it. lol
Also, i am having trouble understanding how to create messages with multiple windows :-(
hence the reason i have two rings and an amulet.
#7
Posted 31 December 2008 - 10:32 PM
#8
Posted 31 December 2008 - 10:37 PM
#9
Posted 01 January 2009 - 02:15 AM
#10
Posted 01 January 2009 - 02:34 AM
Keep in mind, Oblivion's AI isn't designed for moving along anything other than a (more-or-less) flat plane. It can't climb, jump, or fly without heavy scripting. Also, Akatosh Mount is only designed for the player. It checks if specifically the player is riding a horse (and the dragon is running) before checking their mouse position for flight, and uses only one flight plane to stop the dragon falling per dragon type. You'll likely need to create a heavily modified version of the script for it to work with an NPC, even if only when the player is also flying.
and I was thinking that I was on the home stretch of this project . :-(



Sign In
Create Account
Back to top









