magnet55sphere Posted October 25, 2023 Share 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 Link to comment Share on other sites More sharing options...
GamerRick Posted November 2, 2023 Share 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? Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted November 4, 2023 Share 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. Link to comment Share on other sites More sharing options...
magnet55sphere Posted November 8, 2023 Author Share 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 Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted November 12, 2023 Share 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 Link to comment Share on other sites More sharing options...
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