Raven_Lord_1 Posted February 9, 2009 Share Posted February 9, 2009 Well tesnexus it's been awhile (A long while) but anyways i'm gonna tell you about my latest mod/idea (my 2nd Serious mod) The Idea Is to literally script every ingredient in oblivion (and shivering isle's!) to be transmutated into something diffrent (or turn 2 things into one) Example: I pick up 2 corn i use the "Transmute Veggy" spell i learn from reading a magic book in a town at a local book store it costs 10 magicka and Poof the 2 corn's turn into 1 Transmuted Veggy Pie It will pretty much be this simple example but on much larger scale's (to make 2 ingredients into a similar stronger ingredient,Transmute 2 ebony daggers into 1 ebony longsword,transmute 1 swamp tar into a bone skull,ETC) It will also allow one to transmute soul gems! (And perhaps even more) F.A.QQ. When will it come out?A. Its in early production and it is hard to determine a Release date for the beta Q.What kind of compadibility will this mod have?A.It will have the best compadibility possible in the scripts and as much safety in the intire creation of it (It may however be buggy with people who have ALOT of script based mod's (like 20 mods useing the same scripts in this mod who constantly use it) Which could break the script but it is inevitable. Link to comment Share on other sites More sharing options...
Vagrant0 Posted February 10, 2009 Share Posted February 10, 2009 Putting scripts on that many items is almost always a very, very, VERY bad idea. Scripts on items don't get cleared out even when the instance of the item no longer exists. Meaning, game bloat from hell. Using spells to do this might also be rather problematic with the scale you are talking about since that could mean having a good 20-40 more spells in an already cluttered spellbook. Instead, what you might want to do is make it container based, either carried, or in certain locations. Then use multiple scripts, both on the container, and several quests to control what result you get. You can control most of it between using OBSE functions to determine what is in the container, and by setting conditions which run various portions of a quest script based on those functions. It's a little harder to put together, and regulate, but would cause far fewer problems in the long run. Link to comment Share on other sites More sharing options...
Raven_Lord_1 Posted February 10, 2009 Author Share Posted February 10, 2009 Yes thats mainly what i've been noticeing when it comes with some of it and i'm achually thinking of makeing it a bit more linear useing a group of action area's (Cause cmon opening chests isnt fun anymore) so it would work a bit like this 1.drop ingredients in summoning circle 2. walk on circle 3.use "Transmute Spell (theres only 1)" the script will then activate a second script removeing the items from it calculateing the items and popping the newly made item into the players inventory (And later on being able to move the circle w/e the player wishes (But right now i've gotta focus on the LONG list of items new and old and decideing what iutems make what up) And overall i'm gonna make it pretty realistic (No 2 iron material swords turning into a golden scamp!) (And about the spells the old idea of the 40 spells needed were removeable by re-reading the book you learnd it from (So it wasnt much of a spellbook blouter) Link to comment Share on other sites More sharing options...
Palpenious Posted February 17, 2009 Share Posted February 17, 2009 Nothing important to say, I just wanted to express delight in the expectation over this projects completion! Good Luck! Link to comment Share on other sites More sharing options...
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