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Guest deleted10460550

Hey guys, I've been interested in adding a spell that allows one to 'astral project', which is obviously a pretty awesome idea :smile:. Astral Projection is the process of leaving the physical body and travelling the astral plane.

I understand quite well how to edit/create spells in the creation kit, and do have some knowledge of how scripting works having scripted some other games (Arma 2, Arma 3, codemasters:dragon rising) and understand somewhat how spells from skyrim (or custom spells) are called upon in scripts, therefore having some knowledge of the limitations of implementing such a mod, but really am a complete n00b, and probably incapable of scripting such a mod without some serious guidance (or teamwork? :D). If you are interested in helping, think of me as a complete n00b, that way the mistakes I make won't be so anoying, and the knowledge and understanding I do have come as pleasant surprises :smile:

Before anyone asks, I have used the "CDM_AstralProjection" mod, and whilst I like the idea and way it works, it has both created problems with other mods and save files, and the effects of the spell differ slightly to what I am looking for. However the way it creates spells with custom effects, and calls upon those spells through scripts (which are fired upon us of the actually astral projection spell) is probably the best method of creating the spell effects I am looking for, and would be a great way to restore the players state upon use of the counter spell (after storing the initial player state prior to the spells effects taking place). For personal use, I would have no problem stealing direct lines of code, but obviously to share with other people requires permission, and after a quick look in the creation kit and papyrus script editor and getting a (somewhat limited) understanding of how the mod works, I think I (with major major major help) could create my own mod :smile:


The astral projection spells effects would be as follows (for the duration of the astral projection):

  • BEFORE anything else takes place, the player's location, health, stamina, weakness to magic, speed, alteration, destruction, illusion, conjuration, restoration and 'fortifyspells' effect, as well as the player's list of spells, shouts, powers, shouts, equipment, bounties, reputation (is that a thing in skyrim?) as well as anything else really important that I have looked past needs to be recorded and saved. Basically the entire player state, barring the magicka level should be recorded and 'saved' so that the 'return' spell that returns the player to their physical body can work properly.
  • a dummy/phantom entity placed at the position of the caster (that looks like the player with all equipped apparel). IF POSSIBLE this dummy/phantom should look physically real (the astral body you play as however should look phantom-my)
  • IF POSSIBLE, and not too much work, the saved state of the player talked about above could be applied to the the dummy/phantom used to emulate the players physical body left in the game world (which would become the state of the player upon leaving the astral realm and returning to their physical body). This may not be possible with the phantom effects (the one the greybeards use), but I have seen it work with the CDM astral projection mod, which I believe used some kind of dummy placeholder.
  • The astral projection spell is removed, and a new spell 'return' is added, along with a new 'apparate' (teleport) power/shout added.
  • player becomes immune (or resistant 100%) to physical damage
  • player becomes 'invisible' (undetectable, not actually invisible) to NPCs who have less than a set amount of magicka (say 300, so regular people cannot see you, however relatively adept mages and higher, as well as creatures/automatons/undead can). IF this is not possible, the player (astral body) is visible to all (non magically talented losers still pose no threat > :D ), however only certain, trained magically talented NPCs being able to detect the player would be real cool. I do not want to be undetectable/invisible to everyone, I personally did not like that in the CDM mod, but this is a matter of taste only, I mean no offence :smile:
  • The 'become ethereal' visual effects OR more preferably ghost effects are applied to character (provided they are removed on return to physical body). Preferably the ghost effects, as that way you would get the visual effects and take both magic damage and silver weapon damage (which I think is actually an enchantment according to the games engine), however, if this would use a set.race script or otherwise edit the player race; even temporarily, this would be a no go for me as it has caused many conflicts with save games and other mods, in which case the ghost effects would have to be replicated through other means (like magic effects in the creation kit :smile: )
  • player is capable of using all spells as per usual, however physical damage should be turned off, and whilst not entirely necessary, equipment and potion use should be disabled (for the duration of projection only) too. Picking up or dropping items however could be kept however, it probably wouldn't hurt or break immersion, you could always choose not to pick up/drop items if you did not like the feature.
  • player can use a voice power (with very short or instant recharge) to teleport to the cursor location (just like in the CDM mod), but this voice power is only added (and equipped by default) during projection, and removed on return to body.
  • the player's speed is fortified to high speeds, but not so high it crashes the game or causes problems with load areas.
  • the player's magicka meter is constantly decreasing (so the player is taking magicka damage) throughout projection (1 point per second) - magicka level carries over after returning to physical body if player casts return spell, rather than being forced back to physical body.
  • the player can cast another spell called return in which the player (astral body) returns to the location of the physical body (dummy) for zero magicka. This spell will also be cast (or it's script effect activated) automatically when the magicka level of the player reaches zero, or even upon the physical body (dummy) taking damage (or if an instantly killable phantom is being used instead of a dummy, upon the dummy taking damage). The effects of this spell will be described in detail in a section below.
  • upon death of the player (astral body) the game reloads as per usual when you die. If using a dummy (as opposed to one of those greybeard phantoms), death of the dummy will fire a script that kills the player, thus forcing autoreload.

  • Player magic skills are fortified (fortify alteration, destruction, restoration, conjuration and illusion - maybe even the magic effect 'fortifyspells' which I believe reduces the cost of casting spells).
  • Player becomes far weaker/susceptible to magic damage (similar to the apprentice stone) - so weakness to magic values will come into play here.

 

Return spell effects and mechanism of actions:

Depending on the method of storing the player's state before projection, this spell will work differently:

  • IF the player state and location were saved and stored but not placed on the dummy/phantom, those values (which included everything but magicka) are restored (and all added effects from the astral projection spell such as the ghost effects/ethereal visual effects, the undetectable to low magicka effect, the restrictions on entering new interior locations (as well as exterior locations if the spell used inside) and skill fortifications are removed.
  • IF the player state and location were transfered to the dummy (assuming a dummy and not the greybeard phantom was used), then on top of removing all the effects added by the spell, the state/stats of the dummy (aside from magicka) are forced back onto the player replacing the stats of the player during astral projection, with the exception of the magicka bar, which remains constant from when projecting, to upon return to physical body.
  • The phantom or dummy is removed from existance.
  • The player (now back to normal in its state and appearance) is teleported to the location of the dummy/phantom/saved player location from before projection.
  • The spell return and voice/power apparate are removed, and the spell astral projection is returned.
  • All other impacts the player (as an astral body) had on the world (moved items, attacked NPCs, picked up or dropped items etc) remain from projection - only the player state should be changed.

 

Effects and mechanism of the 'apparate' voice/power:

 

Basically this power/voice is already complete in the CDM mod, I'm not sure if there are rules on recreating it exactly the same, but I assume just copy pasting the script with its original name and credentials is frowned upon/not allowed, so the power will just have to be recreated, based on (or completely the same as > :D) the CDM astral projection mod.

 

 

With Frostfall, RN&D, and other mods:

Once the initial mod is in working order (and possibly first released :smile: ), compatibility with popular and relevant mods should be next.

Depending on engine limitations and laziness (particularly mine), both exposure and wetness stats from frostfall, and the food, drink, sleep, sobriety/dizziness/drunkeness, and disgusting stats from RN&D should be checked, and if possible save to the dummy being placed at the player location. If this is the case, the dummy's carried over frostfall and RN&D stats are affected by the environment based on the dummy's location (not the player), and then those stats from the dummy will be passed back to the player upon return. If this is not possible, the dummy will simply not be affected by exposure, wetness, food, drink, sleep, disgusting and alcohol stats. Regardless what happens to the dummy's frostfall and RN&D stats, the player's (astral body) frostfall and RN&D stats will not change or be affected during projection.

The player cannot, however, cast the astral projection spell IF their exposure rating is -60 or lower (as in -61, -62), or if they are hungry, thirsty, tired or drunk. The other altered state of consciousness created by Cannabis Skyrim should not play a role in stopping projection if that mod is being used by anyone. Any mods that add skooma or sleeping tree sap affects, or affects of non-psychedelic drugs (cocaine, amphetamines, opiods, sedatives) should however stop astral projection until such effects wear off. However, due to both the lack of popularity (and the whole drug mod compatibility idea missing the point of this mod and thus being a bit pedantic) of such drug related mods (barring the popular cannabis skyrim mod), this mod at this point in time will probably not even consider compatibility with those mods (including cannabis skyrim).

 

If the dummy is capable of getting hungry, cold, wet, tired etc, once it's exposure gets lower than -60, or once it becomes 'hungry', 'thirsty', or 'tired' (not peckish, a little thirsty, slightly tired) then the return spell/script effect will be automatically used.

 

 

 

 

Important notes and differences from the CDM astral projection mod:

  • The player (astral body being controlled) can be damaged from magic the silver and magical damage on physical silver or enchanted weapons (if possible without the physical damage), but not physical damage (including fall damage).
  • Player race cannot be altered, even temporarily.
  • The effects must be possible to completely removed upon use of the return spell (automatically fired upon damage of dummy, destruction of phantom, or lack of magicka of player, as well as being given to player during projection to cast manually)
  • Unlike the CDM mod, a save file must not be created before/during the initial projection. If for scripting purposes (particularly to get the return spell to work properly) a save state of the player's stats BEFORE projection is created and stored temporarily (so the return spell can revert the player back to prior state), then so be it. IF and only IF for some reason that I don't understand/know about (remembering I don't know or understand a whole lot :smile: ) a new save file must be created before projection upon casting the spell, just like in the other mod, then the return spell/script must remove this save file upon returning to the body.

 

So a quick summary:

 

Upon launch of the mod a spell is added called astral projection, from the alteration school. The spell costs 50 magicka to use.

Upon use of Astral Projection:
Player leaves body (body replaced by dummy/phantom) (player state saved, possibly added to dummy)
Astral projection spell removed, return spell and apparate shout/power added
Player becomes non-detectable to NPCs with magicka below a certain level (say 300) - otherwise forget this effect (everyone, rather than noone can detect the player)
Player apperance changed to look etheral or ghost like
Player 100% resistant to physical damage
Player still takes magic damage, and if possible the silver and magic damage from silver and enchanted weapons
Player recieves fortifications to spells(so reduced spell costs), alteration, restoration, destruction, conjuration, illusion, speed, stamina.
Player receives a significant weakness to magic (to match the fortification of their own magic abilities) as well as taking constant magicka damage
Player can no longer enter new cell locations (such as entering doors to (new) interior locations, or to skyrim (external) if already indoors.
Player cannot use potions, poisons, or any misc equipment that can normally be used.

IF player runs out of magicka, their phantom (physical body placeholder) is destroyed, or the dummy (physical body placeholder) is at all damaged (possibly interacted with as well), the return spell is automatically used (or at least its script effect). This may also happen if exposure or needs get too low in frostfall and RN&D, but to be added later on.

 

Upon use of Return:

Player's saved state from before projection OR the current state of dummy (from player state) is forced back onto player (excluding magicka).
Phantom or dummy removed.
Player returns to original location/old dummy/phantom location.
Return spell and Apparate removed, Astral Projection spell re-added.
All aspects of the player before projection not returned to default (such as ghost/ethereal appearance, inability to enter new interior locations, inability to fast travel, the water breathing (if not argonian), ability to be detected by all, normal weaknesses/resistances to physical, magical, silver and enchantment damage, and ability to use equipment, poison weapons and use potions to be reverted back to normal).

I do believe this mod would be possible to create and that the method of implementation described above is a possible and good way of going about things, I am able to create many of these combined magic effects in custom spells in the creation kit as well, but just not able to script this by myself. Any help, or preferably guidance or even anyone looking to team up and join the project would be completely awesome and well appreciated.

Please tell your friends who may be interested, and hats off to the author of the CDM_AstralProjection mod for getting astral projection into skyrim :smile:

Edited by looper8330
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Guest deleted10460550

Wishlist for future and/or more far fetched ideas:

Floating/Flying - An animation such as that of ghosts or liches or wispmothers or even swimming could be used cosmetically, but more importantly the players' ability to fly could be achieved through somehow toggling the collision of the player (not the entire worldspace), so long as the player is still limited to the environment's collision (can't pass out of map, through mountains, underground or otherwise out of the map). Not sure how difficult this would be, if even possible.

Astral entities - upon projection, a script fires that spawns non-levelled entities (maybe of orb appearance and different in color) that can cause magicka, health and stamina damage, as well as restoring/fortifying health, magicka and stamina further (nasty demon, nice angels :p). Some weak, some strong. Also entities such as animals, daedra and whatnot. Who knows but it's an exciting idea if you ask me :D
After returning to the physical plane, another script would fire that would despawn such entities (which seek out and attack players and NPCs alike (but angels attacking with healing spells)).

 

Visual effects - fractals, swirling, throbbing, spiralling energy vortexes and auras. Increased saturation and silhouettes.

More magic - Seems fitting with an astral mod, in particular: ENTITY POSSESSION and ENTITY CONTROL. More summons (including the summoning of chests or teleportation devices or mounts).

 

Psychedelic implementation - The lack of any decent/realistic psychedelic plant/entheogen mods out there (barring one particular mushroom effect in the psilocybin mushroom mod, as well as the cannabis skyrim mod if you would count cannabis), psychedelic effects (visual and audio mostly, for the games sake), as they would tie in with the astral plane for obvious reasons, both affecting each other and changing things up.
The visual and audio effects of the astral plane would form the base of the entheogens, with their own twists, warps, lapses, loops and sound/colour/saturation/silhouette changes - but experienced from within the physical body rather than projecting - but projecting under the influence would carry over the additional effects.
Possible psychedelic plants include:
Psilocybin mushrooms (liberty caps, or some other scandinavian species would suit skyrims temperature I would think) (Psilocybin)
San Pedro mescal cactus (lives in freezing, windy highlands of peru) (Mescaline)
Cannabis (THC)
Sassafras (Safrole)
Morning glory (Ergine/LSA)
Spells or alchemy ingredients would have to be used for such effects, unless possible collaboration with cannabis skyrim could solve such issues. Again, not at all high priority.

Lastly: Compatibility with more mods! :)

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