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Possible to duplicate myself?


Ironman5000

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Howdy doody! I'm making a kind of 'vanilla magic extended' mod with some cool new stuff and want to make a 'doppelganger' spell. Shivering Isles achieved this for Symbols of Office quest but i'm unsure how it was done. I checked the CS (quest "SE11") but i'm struggling to find how it was done.

 

Frankly I suck at scripting and baffled by papyrus, so as much of a long shot as this I would like to ask any skilled scripters if they would be prepared to convert this TES4 script to work as a spell in skyrim? I would obviously give credits for your work, this is just something i've been after for some time and would fit in really well with a massive lore-friendly magic overhaul (what i'm going for).

 

Here is the long and scary script anyway, of course chunks of it aren't needed and don't know if this would even work but would be great to have if it did,

 

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I can't help you with the Papyrus scripting, because I'm still as unable to go on modding Oblivion or buy and even play Skyrim to begin with due to a massive lack of freetime as I was when it was first released 11/11/11, but I can help you de-complexify this oh-so-scary script you posted and the magic behind the doppelganger effect used in Shivering Isles back then,

...oh and also for the famous Bruma Statue, in case you didn't know it was exactly the same thing as well but without doppelganger specialeffects and rendered immobile.

 

If you take a look at what this script does and all the remarks given within, the whole magic easily boils down to one single function call, CreateFullActorCopy, and everything else is just either specialeffects, for sake of making the quest encounter more interesting, or undoing most of the stuff this incredibly powerful Vanilla game function did, as well as fixing most of the few documented inevitable drawbacks.

 

In fact "player.CreateFullActorCopy" on its own does already create an exact doppelganger of the player. Everything else in this script is just... cosmetics, more or less.

 

So, if there is a similar function to CreateFullActorCopy available in Papyrus as well, you're already set and good to go right away. Your doppelganger can already be created.

The few cosmetics to create the appearance of a magic effect, or give the doppelganger some useful traits afterwards, I'm sure you'll be able to add in yourself without much trouble later then.

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Awesome well this is good starting point, I might be able to swap this command with a line in a similar vanilla papyrus then :D

 

Looking it and the unique effects nif used I assumed it was mostly aesthetic and didn't notice this command, neither would I have assumed it would work in skyrim papyrus. I'll play around with this then shouldn't be difficult if do it right, thanks!

 

Edit: Shite. Selecting the papyrus script manager crashes my CK...typical.

Edit: Fixed :)

Edited by Ironman5000
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OK I have this but doesn't compile, not surprised as I said my skills n this area suck. Don't suppose this can be fixed?

 

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Output:

 

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EDIT: Had a look around and found what was supposedly a more correct template
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Scriptname I5KDoppelgangerScript extends activemagiceffect

ActorBase property player auto

Event OnEffectStart(Actor caster, actor target)
	Game.GetPlayer().CreateFullActorCopy (player,1)

EndEvent

 

 

Which gave an output stating "CreateFullActorCopy is not a function or does not exist"

:psyduck:

Edited by Ironman5000
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Try this instead

 

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There is no such command as CreateFullActorCopy. But by using PlaceActorAtMe you can spawn an actor that uses the same actorbase as the player. You may need additional scripting to change initial inventory, but that should create an actor near the player that looks like the player.

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  On 10/17/2013 at 8:24 PM, IsharaMeradin said:

Try this instead

 

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There is no such command as CreateFullActorCopy. But by using PlaceActorAtMe you can spawn an actor that uses the same actorbase as the player. You may need additional scripting to change initial inventory, but that should create an actor near the player that looks like the player.

Thanks Ishara, well this one did compile but using it as a spell doesn't seem to be working. I might have missed something but I can't see what, I edited a vanilla summon magic effect, adding this as a new script, changed archetype to script. I changed nothing else and made a spell out of it but when it casts nothing happens apart form the Imod, which I am guessing might be because of a missing an associated item...unless this script negates the need for one? But there is no assoc. item to choose from.

 

I tried again, opening the script properties and changing the ref cell to any and the ref to player but didn't change anything

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