tonysubi22 Posted December 20, 2023 Share Posted December 20, 2023 Hi, So I have a problem with the Oblivion. I've bought this game 3 months ago and I really like it alot. I have one small tiny problem which is really bothering me. So I have risen flesh spell and some summon spells, everytime I go into Oblivion realm, they do not follow me there, example : I was reanimating some dead soldiers and when I enter through the oblivion gate, they just simply die outside and they won't follow me inside the gate. Same happen with the summon spells, when I summon a creature and enter the gate the spell is immediatelly banished and everytime I summon a creature and enter in the gate the summon is completely dispelled. Does someone know a way to fix this issue? Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted December 20, 2023 Share Posted December 20, 2023 This is not a bug but normal behaviour. Summon a new creature when you are inside an Oblivion gate. Link to comment Share on other sites More sharing options...
tonysubi22 Posted December 20, 2023 Author Share Posted December 20, 2023 39 minutes ago, LenaWolfBravil said: This is not a bug but normal behaviour. Summon a new creature when you are inside an Oblivion gate. Do you have some kind of command or prompt where can I change this behaviour so that reanimated and summoned npc's can follow me inside? Any suggestion or advice would be greatly appreciated. Thanks Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted December 20, 2023 Share Posted December 20, 2023 There is no command, no. I am not sure your summon still exists when you go through an Oblivion gate - the game might just destroy it. Oblivion planes get a special treatment. You could look at follower mods and see if there's anything that addresses this - a summon is a special kind of follower. Link to comment Share on other sites More sharing options...
tonysubi22 Posted December 20, 2023 Author Share Posted December 20, 2023 I've already done it and there is not one single follower mod that does this. I have a follower who I created in TES Construction set, I kill him and then I reanimate him but he won't follow me to the Oblivion gates. As a normal NPC he follows through the gates, but when I reanimate him he just dies outside the gates and cannot follow me inside. It's the Conjuration spell effect that doesn't allow them to follow me including reanimated guards, I wish I could change that but it seems impossible. I marked him as quest object in construction set so that his body stays forever so I can reanimate him as long as I can. I would want to make him follow me through the oblivion gate while he is under reanimation spell, just him at least, aswell I would love that when he dies in Oblivion plane that his body don't be casted out of oblivion gate when I close the gate but that it stays in the oblivion plane forever, it gives the touch of realism. Do you think that there is any way to do this, just for him an exception, what is your opinion on this? Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted December 20, 2023 Share Posted December 20, 2023 (edited) I never tried to do it myself, so you'd have to test. If the game actually destroys your summons or reanimated creatures when you go through an Oblivion gate, I don't think you can change that. However, as a test you could try getting his RefID and then using "moveto player" once you're through the gate. See what happens. If he appears next to you, then you can make yourself a "summon my buddy" spell with that command. As for leaving him behind, that won't work because Oblivion planes get reused and cleaned after each use. So, on the console: before going through the gate, click your buddy so that his ID is shown on the top. Close console and go through the gate. Open console again, his ID should be still at the top. Now enter "moveto 00000014". See if he appears. Edited December 20, 2023 by LenaWolfBravil Link to comment Share on other sites More sharing options...
tonysubi22 Posted December 21, 2023 Author Share Posted December 21, 2023 6 hours ago, LenaWolfBravil said: I never tried to do it myself, so you'd have to test. If the game actually destroys your summons or reanimated creatures when you go through an Oblivion gate, I don't think you can change that. However, as a test you could try getting his RefID and then using "moveto player" once you're through the gate. See what happens. If he appears next to you, then you can make yourself a "summon my buddy" spell with that command. As for leaving him behind, that won't work because Oblivion planes get reused and cleaned after each use. So, on the console: before going through the gate, click your buddy so that his ID is shown on the top. Close console and go through the gate. Open console again, his ID should be still at the top. Now enter "moveto 00000014". See if he appears. Lena Thank you so much for all of this help, I tested and somethings work and some don't, but I will make something out of this, it's gonna look cool. Since I cannot do this with my custom npc, do you know how to make an NPC ressistable to reanimate using TES CS? I want to make him unpossible to reanimate after his death. If you have an command or script for that, it would be really appreciated. Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted December 21, 2023 Share Posted December 21, 2023 By default, Reanimate effect cannot be resisted in any way. If you wanted to change that, you would need to modify the Reanimate magic effect - find it in the CS under Gameplay -> Magic effects. For example, if you make it resistable with Resist Magic, then giving your NPC Resist Magic 100% buff would make him resist reanimation (as well as all other magic effects, if you do it this way!). Modifying magic effects is usually frowned upon however, because the consequences are often much wider than you had foreseen as in the above example. However, in your own game everything is allowed. Another way to make an NPC resist a particular magic effect is through scripts. Attach a script to the NPC with the following block. This script requires OBSE v17 or higher, see CS Wiki for more info. scn NPCScript short reanimated short NumEffects long EffectCode short cnt short resisted ref me begin onmagiceffecthit REAN set reanimated to 1 end begin gamemode if reanimated set NumEffects to GetActiveEffectCount set cnt to 0 while cnt < NumEffects set cnt to cnt + 1 set EffectCode to ( GetNthActiveEffectCode cnt ) if EffectCode == REAN set resisted to DispelNthActiveEffect cnt if resisted set me to getself MessageEx "%n resisted reanimation attempt" me else printc "Could not resist reanimation" endif endif loop set reanimated to 0 endif end Link to comment Share on other sites More sharing options...
tonysubi22 Posted December 23, 2023 Author Share Posted December 23, 2023 (edited) On 12/21/2023 at 11:32 AM, LenaWolfBravil said: By default, Reanimate effect cannot be resisted in any way. If you wanted to change that, you would need to modify the Reanimate magic effect - find it in the CS under Gameplay -> Magic effects. For example, if you make it resistable with Resist Magic, then giving your NPC Resist Magic 100% buff would make him resist reanimation (as well as all other magic effects, if you do it this way!). Modifying magic effects is usually frowned upon however, because the consequences are often much wider than you had foreseen as in the above example. However, in your own game everything is allowed. Another way to make an NPC resist a particular magic effect is through scripts. Attach a script to the NPC with the following block. This script ruires OBSE v17 or higher, see CS Wiki for more info. Thank you Lena! You helped me alot with this, now it's working like a charm. Thank you for this, I won't forget it. Edited December 23, 2023 by tonysubi22 Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted December 23, 2023 Share Posted December 23, 2023 Glad I could help. In future, if you have questions about Oblivion, you might be better off posting them in the Oblivion forum: https://forums.nexusmods.com/forum/8888-discussion/. This way they don't get lost among all other games and you have a better chance to get an answer. Link to comment Share on other sites More sharing options...
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