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cfh85

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Everything posted by cfh85

  1. That did it. Thanks
  2. I've attempted to script an ability to create a new weapon, then improve it's speed. The weapon has it's appearance changed when it's updated to a new weapon, and then it's speed. The problem I'm having is with inventory refs. The part of the script that scans the inventory doesn't seem to work. I'm using GetItems which is supposed to work on inventory items. The problem is occurring at the bottom of the script, after the marked point
  3. I may have read somewhere about disabling then re-enabling the doors. Also, a possibility is to move them with a script
  4. does anyone know of a way for a script in a spell to know what spell it's attached to? Obviously I could create a separate script for each spell I want to attach it to, but I'd much rather not. As part of my mod certain NPCs have powerful spells added to them and I want them to be removed when they're cast. These spells are levelled so every 10 minutes a script adds spells based on the NPCs rank within my 'level faction'. Because of how powerful they are I only want them cast once every 10 minutes (this will obviously depend on how long until the script updates next)
  5. Already at # 28 Lanceor. Nice
  6. mainly I was using scripteffectstart to run "set self to getself" and 'set timer to 0' basic stuff. What I have now done to work around it is used gamemode and DoOnce. My section that was usually in scripteffectstart is now at the end of the gamemode block. Using DoOnce and return in the appropriate places seems to have worked. I don't have the time (or knowledge for some scripts - no obvious signs they're working) to test all the abilities as they should mostly only run in certain instances. So the only ability I tested on was one to access the NPCs inventory. Just would not work. So now I've got it to work I've applied the same logic to all my other scripts. Hopefully this is problem solved. Thinking on it tokens would probably of been the more simple way to do it... nevermind
  7. Any people interested in trying this, please note the problem has been fixed. All should now be well
  8. ScriptEffectStart doesn't seem to work on abilities. I've also been told that ScriptEffectUpdate isn't reliable but Gamemode can be used instead. Anyone have much experience with scripted abilities?
  9. Just found a MAJOR problem. Once/if I fix it I will post there to. Thanks for the tip
  10. I'm a millionaire and hung like a mule :rolleyes: I offer no proof but as this is the internet everyone knows it's legit! I'm not saying you're lying (honestly) but why say " I'm former professional programer myself. People have told me it couldn't be done. I proved em wrong. Did some "This is light years ahead!"(real quote) projects. " ... but I'm not doing it? also, why would anyone say light years ahead :confused: technological progress is generally measured with time isn't it? not distance? Edit: PS I'm not up to the challenge. But IF someone did make it, it goes without saying it work be pretty awesome
  11. This mod has now been released for testing here. I don't expect any problems, but I don't really play Oblivion atm so I can't say for sure. It is by no means complete, but I needed to release something to feel like I'm making progress. While I'm waiting for feedback I've got other projects to work on :biggrin: so the next update will be a little while. Any bugs however, will be fixed asap. Please, please, please give feedback and suggestions. It will help create a better mod edit. forgot to add a link
  12. what are you using to force the NPC to cast the spell? also, given what it looks like you're do it should be a simple case of creating two scripts and having two effects within your spell. One, on touch and on on self...
  13. what about a seriously angry Count Janus Hassildor. You're making trouble for all the other vampires, not just the Terran type. Obviously with a few of his most trusted guards. Perhaps as an absolute top level hunter. I'd love to get to kill the count
  14. I'm curious as to why a scripteffectupdate wont run.
  15. why do you want to reference the caster? it helps to give as much info into what you're trying to do as possible. Depending on your aims, maybe you could add an script to a separate effect in the spell that is set to self?
  16. this is going to be a class. Because of that it needs to be things that seem more random. Custom dialogue is out for now as I'm working with the aim that this mod will be used by others, in the same way as CM partners is. Having them banned from a city isn't exactly right, however having them randomly refusing to go into different cities is good. I could add an ability that will run for 1 game month that prevents them from entering certain worldspaces (I think). Little touches like random dialogue or 'crazy' twitches, though they may add character, don't really have an affect on functionality or combat effectiveness. The aim is not for the class to be a novelty, but rather for it to be a right pain, but sometimes absolutely epic. I already have a lot of scripted abilities that can make them much more combat effective (not just plain fortify effects) that could make them more powerful than an NPC of a much higher level. It's the bad/annoying abilities I need. Maybe they'd decide to light a torch when sneaking whilst an enemy is near...
  17. okay. It's not to much of a problem. I've already created a command to heal the party.
  18. I think I need to play test startcombat on player. See if I can get it to run for one hit, then stop and remove any bounty. Hopefully that will be enough to stop everyone from attacking them. I also like the idea of randomly stopping combat and adding a wander package. Add a find alcohol package? then get a bit drunk... Any abilities that force the actor to do this would also make them essential, otherwise they'd eventually end up dead. Maybe I should randomly generate the chance of being essential based on it's 'Companion Level'. That way a low level brawler that wanders off might die. I need a lot of different things that they could do so it's more random. Each action would need to be evaluated so that a low level the actor is more likely to get the negative abilities and at high level get abilities that make the actor the most powerful class of companion. I want the brawler to be the class that frustrates you, makes you laugh and makes you sit back in awe at it's unleashed destructive nature. You wont so much as control them as you will guide them. Perhaps the abilities will start off with a comment from the actor "I feel like a party" - don't expect them to hang around much longer "I need to let off some steam" - they're going to get in a fight, lead them somewhere with enemies otherwise you may end up the target etc
  19. If I were to give an NPC healer some powerful on target restoration spells would they use them? It's been a long while since I actually played oblivion, so I can't remember if NPCs heal their companions
  20. First off, I may of missed a lot as I've not read through 82 pages of posts :rolleyes: As it seems that this would be an open ended mod and that it will add a lot to work with once done, will it be okay for other modders to create plug ins that create clan wars, quests etc? Also I'm not sure if you're still looking for helpers. If you are, you've already got some idea of my scripting abilities and I'd love to help
  21. I think you're already onto a good formula. The question is is how rare do you want to potions to be? perhaps make use of nirnroot?
  22. Depending on what you want to do, you should find most of what you need to know HERE . As far as moving objects goes it's pretty much just basic click and move... If you want to create a new plugin just don't set any esps as 'active', this will result in a prompt, just say yes. The first time you save it will ask you for a name. Take note, loading up anything other than the oblivion esm isn't too good an idea for a beginner. You may cause your plugin to be dependant on other files. What is your long term aim with regards to modding? In my opinion most aspects are quite basic, although time consuming, whilst other areas (creating new meshes/textures/scripts) can be quite challenging
  23. If you're set on having the NPC guide the PC you may want to set up a few refs along the way and either set up a few travel packages that take over from each other or use a script to change the target ref. This would allow you to have a more complicated path. Also, remember that the NPCs will follow the blue pathgrids over the red. I'm not sure how far out of their way they will go though. Have a look at the pathgrids around bruma, maybe change some of the reds to blue?
  24. I had considered setting the PC as combat target but, if you're using the NPC as part of a group of followers, or in a town near guards etc then other NPCs will end up involved in the combat, which could become a real problem and make the class unusable
  25. if you were an insane fist fighter, what might you do? as a special ability my brawler class will have insanity, which will involve randomly selected actions. Some may be very bad in certain situations, like removing all armour, others good like suddenly regaining all health. This is for a companion NPC, so what you you like to see?
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