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grmblf

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  1. It is feasible and you don't even need obse, that could be done simply tweaking some game settings. Some time ago I was experimenting with some similar concept, instead of recovering fatigue by sleeping it was some sort of 'long term' fatigue (it took more than 2 minutes to fill the fatigue bar) so you couldn't simply run a marathon and then just slash a few enemies as you'd be so much fatigued. Anyway I went for the easy way, simply tweaking Tejon's Fatigue Effects mod and lowering all values a lot, but it could be cool to preserve fatigue on it's own for 'short term' tiredness (so it kinda forces the player to take some break when fighting, just a second each a few to take a breath and not continuously striking with a weapon), but also adding that 'Energy' stat that would control overall 'long-term' fatigue. HUD Stats Bars mod let's you add more stats bar to the hud to represent anything you want, so it could be visible alongside with 'normal' fatigue. The only prolem I found to that is that I don't know how to force the game engine to calc an average value of both stats when it gets fatigue percentage (so to make damage done with weapons is affected by both types of tiredness), but if you simply replace fatigue with 'energy' then that's not a problem at all. Problems will raise, of course, with mods that burn fatigue, as they'll most probably be designed to work with vanilla-like settings.
  2. You can already do this. When spellmaking simply make sure the effect you want to be the "visible" one is the biggest effect (so in that shock-frost spell you mention simply make the shock effect takes 11 damage instead of 10 and it should work as intended). The problem is with those multiple effects that could affect each other. IIRC all they take effect the same frame after they hit the target, so an instant fire damage plus fire weakness doesn't work (well, it works, but it doesn't make the fire damage increases). btw I'm not sure if in the same spell you set fire damage to have a duration, fire damage taken in consecutive seconds is increased or not due to the weakness. The only way I can came up now to ensure it behaves that way is to create custom scripted spells, so when they're casted they take effect lets say as a dispell effect, and then the next frame the script forces the other effects. Btw it should be done manually for each spell.
  3. OOO is what's called a place-centric overhaul (meaning that the level of enemies and items you'll find depend more on the place you are rather than on your current level as player-centric mods would do) so it gives some sort of diversity from the beginning as you might find certain places that you can't go through until you progress further, so OOO alone should cover that matter. Add MMM if you want for some extra diversity and randomness. As for player leveling I suggest nGCD. It does everything for you so you don't even notice when you level up. Simply when rising skills their associated attributes will increase too, and when increasing major skills you level up. A perfect addition to it is Skill Decay, wich makes your skills slowly decay over time so those less used tend to go down, and if you try to "cheat" by practicing those unused skills and you forget to practice enough your major skills they may eventually decrease and you could even level down, so really getting stick to your gameplan choice / character's design is required to succeed, if you try to go switching from a warrior-style character to a mage, then use a bit of stealth, etc, you'll find your character really not mastering any specialization, wich IMO encourages roleplaying your character and improves immersion. Use a mod called Progress if you wish to set each skill increase rate individually. All three are from the same author and they work perfectly together. If you just want the "classical" RPG experience point system then Oblivion XP is probably your choice. As for archery I strongly suggest Duke Patrick's Archery. It makes it feels more real but also much deadlier (althought that's configurable via ini setting). It changes arrows speed and damage, bows have to be pulled just a bit longer each shot, moving while shooting makes the arrow goes off of the crossair, npcs side-step when you fire them an arrow, you may fall down when running backwards, and a few more things. Duke Patrick's Near Miss Magic and Arrows Alert the Target does exactly what it's name says, as well as Actors Can Miss Now, and both are great small additions. If you're fine with arrows being deadly you might want to use Kuertee's Attribute and Skill Based Damage to make melee weapons that dangerous too. If not simply set DP's Archery to not modify damage but keeping all the other features.
  4. Just one advice, start on your own. On this site there's plenty of tutorials. When you know a little bit about the tools and concepts used it will be much easier for others to help you with specific problems you may have. good luck!
  5. yeah you're right Leviathan, I missunderstood the OP, I was thinking about something in the line of that black screen majikmonkee says
  6. It's possible. I really have no idea how to do that but there are a few mods with custom loading screen, so you could start by taking a look at some of them in the CS to see how they did it.
  7. PlayerRef variable isn't assigned to any reference, you're missing a line like "set PlayerRef to player" ps: there's nothing wrong in nesting code, ie if GetPCInfamy >= GetPCFame if TargetRef.GetCreatureType == -1 ;do stuff elseif getrandompercent >= 90 ;do stuff endif else if TargetRef.GetCreatureType == -1 ;do stuff elseif getrandompercent >= 90 ;do stuff endif endif
  8. an easy way would be having only 1 spirit at a time, so you should simply track the game statistic that tells you how much people you've killed and when this value increases check for nearest actors, detect the dead one, enable the spirit wich was is a permanent ref that you created and that's been previously disabled, and place it above the corpse, then maybe add a timer and disable it again like it fades away or something. I'm sry I don't remember the exact commands (it's been a long time since last time I wrote a script for oblivion) but I guess you get the idea, it shouldn't be too hard to achieve. good luck!
  9. Now it's possible to add new spell effects, not faking them with scripts, thanks to Oblivion Magic Extender. I haven't had time yet to test it myself but this stuff looks very promising. There's people already talking about a common library of user-made spell effects in Cobl to share spell effects across several mods... and I really encourage this idea! I'd ask you if you don't mind keep me/us informed about your progression on this matter, I'm really interested on it.
  10. it seems it's the cast command. It forces a npc to cast a spell as s/he would do, so maybe if s/he's dead s/he can't cast spells. Also if that spell you've made it's a summon spell that target parameter seems unnecessary. Try creating a fake object with no mesh, place it above the corpse and make it casts the summon. I think I recall you can mess around with that fake caster's factions so you could control friendlyness of it's summon creatures.
  11. if you just want to fix the mod for yourself mark it as active in the Data selection on the CS and any changes you make will override the original mod; if you plan on making a plugin that you could distribute it will need to be dependant on that other mod. In this case load both oblivion.esm and that mod's .esp but select none as active, so every change you do will be stored into a new .esp wich will require the original one. This way it's like you're making an addition to someone's mod instead of redestributing it with another name. It's the polite way to go.
  12. The function you need is TriggerHitShader. Just create a quest script that runs this line over and over, each 0.5 seconds or so. scn xxx float fQuestDelayTime Begin GameMode set fQuestDelayTime to 0.5 TriggerHitShader 0.75 End Mark the quest as enabled from start and adjust the value (0.75) as you see it fits your taste, that's all.
  13. Yep, it is possible to make a spell to toggle on and off it's effect, the only thing you'd need is a control variable to check wich action perform each time you cast it. I'd do a quest script to store it, something like: scn myTagMyQuestScript Begin GameMode short giveSpell short controlVar float fQuestDelayTime if giveSpell == 0 player addSpell myTagMySpell set giveSpell to 1; add it only once Endif set fQuestDelayTime to 30 End And then the spell script would have to be something like: scn myTagMySpellScript Begin ScriptEffectStart if myTagMyQuest.controlVar == 0 ; let's turn on ; insert code here set myTagMyQuest.controlVar to 1 else ; let's turn off ; insert code here set myTagMyQuest.controlVar to 0 Endif End Remember that if you addItem, EquipItem, UnequipItem and RemoveItem you must wait a frame between adding and equipping or between unequipping and removing, so you'll need a counter inside the spell script just to wait for that frame. Use ScriptEffectElapsedSeconds to get an accurate timming. Good luck!
  14. The function that drains fatigue when the player shots an arrow is hardcoded into the game engine, wich means that there's no visible / accessible script to add a line to, so you'd need a whole new script tracking when the player fires an arrow, and if I'm not wrong there's no single function to detect so, so your chances are either: 1) add an enchantment ability to each bow the player wears with "damage magicka X" or 2) track getWeapon and getButtonPressed / isControlDown in an endless loop to know when the player fires an arrow. Both will require OBSE. Check out the wiki and the OBSE doc's page. Good luck!
  15. Altering how much magicka the player regains depending on wich kind of ground (or water) he is in is possible, but to make it all have some sense you'd need to rework completely all magic schools in oblivion and move a lot of spells from one to another and create tons of new spells, wich involves a lot of scripting. Anyway, with a good plan that's perfectly feasible and it would be something completely new.
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