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I would like my ogre to summon another creature


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#1
MasterAub

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Hi everyone,

 

Need your help again. I made an ogre companion and I want him to summon when in battle, another creature (like a wolf for instance). You see like the sprigans who can summon bears. I made my custom spell, placed it in the magic inventory of my ogre, raised his magic level but guess what nothing happen.

Can someone help me out here.

In advance Thanks 



#2
RomanR

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I will be propably not much help here, but what about changing ogre's combat style to spriggan's (for testing] or make "Cast Magic" package for your ogre?


Edited by RomanR, 16 December 2021 - 03:33 PM.


#3
IcelandicPsychotic

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Bit late to the party but I am pretty sure ogres do not have spellcasting animations and are therefore unable to cast spells.



#4
MasterAub

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Bit late to the party but I am pretty sure ogres do not have spellcasting animations and are therefore unable to cast spells.

Thank both of you RomanR, and IcelandicPsychotic

 

IcelandicPsychotic you are correct. my ogre will never be able to cast another creature.

 

Thanks anyway



#5
RomanR

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But maybe you could use an invisible activator to do it? Make ogre for example block and then the activator will summon your creature. With right scripting it could give an illusion of casting and also a suprise element.



#6
Pellape

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If you know scripting, the Ogre could do a PlaceAtMe in his script and if you want it to be a temporary summon, the summoned creature can be disable in 2 min or whatever or 10 min even. The the summon can tell the Ogre that it removed it self and if the ogre is in combat, he can place another with fake summon, even script the magic effect to fake it. 

 

I do this to summon new enemies inside boring dungeons. The quest I am making, adds rats inside a dungeon, between 8-18 and when the player gets there, the rats do a placeAtMe and disable them self, they go to a dummy cell, waits there for the next quest, the next dungeon and it repeats it self. All to keep the game as less dirty as possible. All this work to keep the dungeon cells clean from pollution and future conflicts with other mods.  There are other ways, I did peek at MOO, but it is a bit hard to read what Maskar is doing exact. I do understand my own solution to get this working right now. Changing it will take time and tests needs to be done...  Another day i guess.






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