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Super Mutant Skeletonizer


Omny

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With my Skeletonizer mod up and running properly, I want to take it to the next level and make Super Mutants skeletonize-able. I've already modeled, rigged and exported a super mutant skeleton model that works fine in-game, all I need to do right now is figure out how to make super mutants switch to that model upon death.

 

This is where I hit a bit of a snag: this here is my script that fires the laser skeletonization effect (which is called by a previous script that detects what projectile someone is killed by).

 

Here's my script so far:

 

scn OMNYLaserSpellFXScript

Float Timer

Short DoOnce

float fFloat

 

begin ScriptEffectStart

if GetIsCreature == 0

if GetIsID nvcrmrhouse == 0

PMS OMNYLaserSkellyGlow

Set Timer to 1.4

Set DoOnce to 0

Endif

elseif GetIsCreature == 1

if GetIsCreatureType 4 == 1

PMS OMNYLaserSkellyGlow

Set Timer to 1.4

Set DoOnce to 0

Endif

set fFloat to Rand 0.2, -0.2

Endif

End

Begin ScriptEffectUpdate

SetVelEx 0 0 2

Set Timer to Timer - GetSecondsPassed

If DoOnce == 0

If Timer <= 1.1

if GetIsCreature == 0

AddItemAlt OMNYLaserSkellySuit 1

EquipItem OMNYLaserSkellySuit 1

Set DoOnce to 1

Endif

elseif GetIsCreature == 1

if GetIsCreatureType 4 == 1

ToggleCreatureModel "nv_sm_v2_2_base.nif" 0

 

ToggleCreatureModel "OMNYSuperSkelly.nif" 1

Update3D

Endif

Endif

Endif

If Timer <= 0

SMS OMNYLaserSkellyGlow

Set DoOnce to 1

endif

if Timer <= fFloat

dispel OMNYLaserSkellyFXSpell

endif

End

 

The trouble is, while it does technically work (the flames/glowing effects don't go off) and they turn into a skeleton, when I reload my previous save, the super mutant is alive again but they are still a skeleton. Which is kinda cool but obviously problematic for what I'm trying to achieve.

 

For the record, I'm using Neil the super mutant as my test subject, hence why this script only looks for the one model in his model list.

 

All that said, any suggestions? Alternatives?

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