ghostfc3s Posted April 23, 2009 Share Posted April 23, 2009 I loved the detect life spell in oblivian and I want to make a nightvision helmet that can also detect life does anyone have an idea on the way to go to make one. I'm still new to modding fallout 3 and the making a new effect process. I assume I need to make a new spell, that uses that effect, that I can then equip to the armor I want correct? Link to comment Share on other sites More sharing options...
eezergoode Posted April 23, 2009 Share Posted April 23, 2009 Do you want something that you have to activate each time you want to use it, or do you mean something more like a thermal imaging system that is active when worm and that can show lifeforms through walls? I never actually played oblivion for more than 15 minutes at a time, so I'm not familiar with the detect life spell in that game... Link to comment Share on other sites More sharing options...
ghostfc3s Posted April 23, 2009 Author Share Posted April 23, 2009 When you put on the helmet you get a thermal imaging effect, I will play with activation scripts later, I just want to get the effect in game. So the helmet uses an Object effect (I have called ENThermalimaging), ENThermalimageing then uses a base effect (thermal imaging), base effect uses Effect Shader (thermal imaging effect) (I haven't missed any steps have I?) How do I setup effect shader to make a partical effect around npcs and not the entire screen? I am looking at the oblivion one for reference and I can't see any scripting referred to the spell at any point so I'm assuming its an simple visual effect. Any idea? I could be missing a script though it seems under the scripting there is options for effects/magic Any help? Link to comment Share on other sites More sharing options...
TGBlank Posted April 23, 2009 Share Posted April 23, 2009 An explosion that adds the shader to non-players through a script effect. Link to comment Share on other sites More sharing options...
ghostfc3s Posted April 23, 2009 Author Share Posted April 23, 2009 Can you be more specific how would I go about doing that? What would my script look like? The explosion tree doesn't seem to have any kind of visual effects modifier it doesn't even seem to reference a Image space modifier or an effect, it dumpouts to an .NIF file. So the helmet would use an thurmalscript, that in turn applies the partical effect to npcs this script would reference the effect image space modifier ENthurmaeffectl or the explosion effect? This just seems like a script to replace EN object effect, like a round about way of doing the same thing. (To me anyways, I have little experience with add my own objects and effects in game, just tweaking other peoples) Still have no idea how to make the effect just act on just npcs and not the entire screen. Oblivion seems to use a the effect shader for detect life, so does fallout for some of the effects other effects it use the image space modifier. On top of it all the effect shader window doesn't have a save button so you can't modify or save any of your new effects? nor can I re size the window it comes up it wth? Link to comment Share on other sites More sharing options...
TGBlank Posted April 23, 2009 Share Posted April 23, 2009 You create an explosion, add an effect to the explosion, add a script to the effect, and call the shader on the script.You'd need a shader that is visible through walls tho o,o Link to comment Share on other sites More sharing options...
ghostfc3s Posted April 23, 2009 Author Share Posted April 23, 2009 You create an explosion, add an effect to the explosion, add a script to the effect, and call the shader on the script.You'd need a shader that is visible through walls tho o,o I don't need it to see through walls So I create an explosion in the explosions menu what options am I selecting, and where do I specify the effect that explosion uses?What effect to I add to it Game effect, actor effect object effect, effect shader? I'm not understand the logic here. The helm uses the scriptThe script uses the explosionthe explosion then uses an effect (no sure which one) The effect then uses the script that doesn't make sense 0_0 Link to comment Share on other sites More sharing options...
TGBlank Posted April 23, 2009 Share Posted April 23, 2009 It does ^_^. The helm adds an object effectThe object effect uses a base effectThe base effect is a scriptThe script haves a script that's roughly like this: scn tgbdetectlifehelm float timer begin scripteffectstart imod <name of the imagespace you want to apply to the whole screen> set timer to 10 end begin scripteffectfinish rimod <name of the imagespace you want to apply to the whole screen> end begin scripteffectupdate set timer to timer + GetSecondsPassed if (timer >= 10) player.placeatme <explosion name> set timer to 0 endif end Now you need an explosion.The explosion would be invisible, have no graphics or force, just a radius and an effect.The effect would apply a base effect (as long as its not the player) for 10 secondsthe base effect would be yet another scriptthe scriot wold be something like this: scn tgbdetectlifeeffectscript begin scripteffectstart pms <effect shader name> end begin scripteffectfinish sms <effect shader name> end Link to comment Share on other sites More sharing options...
ghostfc3s Posted April 23, 2009 Author Share Posted April 23, 2009 That makes alot more sense, I just wasn't getting the order that I should place them in. I'll look up some scripting tutorials work on my scripting. Thank you for your help. Still having that issue where the effect shader window is to big for my screen and I can hit the save button. (I'm assuming there is one) Link to comment Share on other sites More sharing options...
TGBlank Posted April 23, 2009 Share Posted April 23, 2009 You probably want to up your resolution when using the geck. I know, i know, it's a pain. But it's probably needed so you get full windows. Link to comment Share on other sites More sharing options...
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