magnet55sphere Posted October 25, 2023 Posted October 25, 2023 I am trying to make a mod that flings the player to any direction that they choose. To do this I made a spell and wrote a script for it that goes as follows: Scriptname aaaMgntFlingScript Begin ScriptEffectStart pushactoraway player -100 End When I had it set as cast on self, it would just launch me directly upward or slam to the ground depending on if I set it to either +/-100. I then decided to make it a targeting spell. I had better luck in the sense that if I targeted an NPC, I would get launched in their direction with a negative value. This was a step forward, but I do not want to rely on NPC to direct my trajectory. I then had the idea to script a custom item (a cursed doll in this case) with the intention of activating it mid-air to launch at whatever angle I wanted. The script for it goes as follows: Scriptname aaaMgntDollScript Begin OnLoad pms effectAbsorb pms creatureEffectWraithFaded ;this makes the doll look cursed; End Begin OnActivate Player.Additem aaaMgntDoll 1 Cast aaaMgntFlingSpell player Disable End Oblivion is weird in the sense that if this item has a script, you can activate it but not actually pick it up, the add item/disable command bypasses this issue. Unfortunately, my plan did not go as I had hoped. Instead of directing the "fling" in the direction of the doll, it has reverted to the first stage, where it just slams the player character to the ground. I had also tried going back to the first script, adding to it something along the lines of: ref Doll Begin ScriptEffectStart set Doll to aaaMgntDoll doll.pushactoraway player -100 End But alas, this ended in failure. At this point I am realizing that objects cannot be a proper ref to the pushactoraway command, only NPC. This is where I left off for now. I am thinking maybe I will go back and create a custom "summon" spell that summons a Ram, and it will tackle the player and launch them that direction. No idea how I am going to do that, I would rather have the doll
GamerRick Posted November 2, 2023 Posted November 2, 2023 What if you add a dead NPC and set them to persistent and disabled, and use it for your pushaway actor?
Oblivionaddicted Posted November 4, 2023 Posted November 4, 2023 It can be a good idea. I know that a persistent and disabled rat makes a good movable marker, so if it doesn't work with the NPC you know what to do.
magnet55sphere Posted November 8, 2023 Author Posted November 8, 2023 thats a great idea! how do i make the rat persistent and disabled is my next task! i was working on some skyrim house mods for a while but i think im ready to delve back into oblivion, this will be a fun project to revisit! Wonder what i can do with the doll now, I still want to use it for a mod of sorts. anyone got any cool ideas? OR!! is there a way that i can script the invisible dead rat to be sort of "stuck" on the doll, so i can still use that to direct trajectory? will it break if the doll is ever picked up? i am still very new to modding lol :D
Oblivionaddicted Posted November 12, 2023 Posted November 12, 2023 Drag and drop the rat somewhere, right-click on it and tick the initially disabled and persistent reference boxes, give it a unique cell ID and use this cell ID with your moveto commands. -As a golden rule always start you editor ID's with a letter otherwise Oblivion will crash more oftenly.-To avoid the conflicts create editor ID's you are unlikely to find in other mods, a mix of your nickname a more or less short description and the acronym of your mod will make an excellent combination
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