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Having trouble adding in new conjurable creatures


Braeden

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I am trying to add some of the other creatures from vanilla oblivion, as well as some MMM creatures, into the game as conjurable creatures. Once I figured out I couldn't create new magic effects for each creature I needed, I needed to figure out how to script them, and, being new to the CS, I have no idea how to do that. Is scripting the only way to go along with this? If so, how would I do this?
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You are not going to be able to add the creatures from MMM without a whole LOT of work. "Mod Isolation", depending on what you are trying to do, makes it difficult or impossible to use things from one mod in another.

 

For now, until you get some practice, I would recommend sticking with vanilla oblivion creatures. There aren't a whole lot that Aren't already summonable, however, so check the list first before you do anything; there might already be one you want.

 

 

So, to add a new summoned creature from default oblivion.

 

Step 1 is to create a new creature. Make a copy of one that you want and call it something like "MySummonedCreatureOgre".

Examine an existing summoned creature such as "SummonScamp" to see how you should set yours up. Make sure to copy the AI and remove the faction.

 

Step 2 is to go into "Magic Effects". I don't know how to add new effects, so someone else will have to help you there, but in default Oblivion (with SI installed) there is an unused Effect called "ExtraSummon20". Examine the other summon creatures to get an idea of how to set things, then add the creature you created in step one by using the dropdown "Assoc. Item".

 

Step 3 is to create a new Spell using this new Magic Effect.

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You are not going to be able to add the creatures from MMM without a whole LOT of work. "Mod Isolation", depending on what you are trying to do, makes it difficult or impossible to use things from one mod in another.

 

For now, until you get some practice, I would recommend sticking with vanilla oblivion creatures. There aren't a whole lot that Aren't already summonable, however, so check the list first before you do anything; there might already be one you want.

 

 

So, to add a new summoned creature from default oblivion.

 

Step 1 is to create a new creature. Make a copy of one that you want and call it something like "MySummonedCreatureOgre".

Examine an existing summoned creature such as "SummonScamp" to see how you should set yours up. Make sure to copy the AI and remove the faction.

 

Step 2 is to go into "Magic Effects". I don't know how to add new effects, so someone else will have to help you there, but in default Oblivion (with SI installed) there is an unused Effect called "ExtraSummon20". Examine the other summon creatures to get an idea of how to set things, then add the creature you created in step one by using the dropdown "Assoc. Item".

 

Step 3 is to create a new Spell using this new Magic Effect.

Although this method is probably the easiest for a newer modder, there's two major problems with that method in this case though. First, there is only that one slot for that one creature to be added, so you are only able to add one new summon (not what the OP was asking for). Second, because he is using MMM, in addition to other mods, that effect is likely already being utilized somewhere else, and doing this would create a conflict.*

 

As much as it might be nice to have some fairly simple way of doing this without scripting or defining new objects, you really can't. Because of this, making new summons is probably one of the best places to learn the basics of scripted spells and AI. One tutorial can be found here:

http://cs.elderscrolls.com/constwiki/index...moned_Creatures

 

But, it really doesn't need to be quite so complicated. Once you have the basics of working with scripted spells:

http://cs.elderscrolls.com/constwiki/index..._My_First_Spell

And the basics involved with setting up an actor which follows and helps the player, you can use a much more simplified script:

scn genericsummonscript00301

short once
ref smn

Begin scripteffectstart
if getself == player;; checks to make sure player is the using the spell
set smn to player.placeatme [i]thingtobesummoned[/i], 1, 64, 0;; makes the summon
set once to 1
endif
end

Begin scripteffectupdate
if once == 1
if smn.getav health <= 0 || smn.getdead == 1
smn.removeme
endif
endif
end

Begin scripteffectfinish
if once == 1
smn.removeme
endif
end

As long as the actor being summoned does not have scripted objects in their inventory, and you aren't playing the game with any obscene cell reset settings, there should be no bloat caused from even frequent usage.

 

You will however need to make sure that the actor being summoned is friendly toward the player, and has a package to follow the player. If you have that, pretty much all you have to do is change the script to replace thingtobesummoned with the form ID of the base actor, and attach the spell to a duration based "cast on self" scripted effect. After that, you'll need to give the spell to the player either with a startgame enabled quest (similar to this one):

http://cs.elderscrolls.com/constwiki/index.../Start_Your_Mod

 

Or through buying it from a spell merchant.

http://cs.elderscrolls.com/constwiki/index...ls_to_Merchants

 

Scripting can seem daunting at first, but once you stop being afraid of all those lines of text, you can often surprise youself at just what you can do.

 

 

As for adding MMM creatures you can summon, this actually isn't that hard once you have all ^THAT^ down, aren't too concerned about duplicating the specific attributes/spells of that creature and as long as you have no intention of uploading your work. Basically, all you need to do is define a new creature:

http://cs.elderscrolls.com/constwiki/index...egory:Creatures

 

And link that new definition to one of the creature meshes located in your data folder (by skeleton). After that, select the mesh pieces you want that creature to use, copy the sound settings from an existing creature, setup its stats and assign a combat style (really doesn't make much of a difference in most cases) and make the spells/powers/abilities that you want to give to that creature. After that, you already know the rest.

Edited by Vagrant0
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Thank you Vagrant, I was hoping you would see this, but I was really hoping you would indicate how to add new magic effects to the list...

 

 

I gave a basic step by step for someone that has never done anything like this before. Braeden, Vagrant's way is obviously far superior to the one I listed, but mine is much easier and a good way to get your feet wet. This is one of the ways I started learning how to do things in Oblivion.

 

There aren't many creatures that don't already have a summon spell, so adding one more might be good. That's what I did, and although there may be conflicts, so far I have not had any with my stupid summoned rat...

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Thank you Vagrant, I was hoping you would see this, but I was really hoping you would indicate how to add new magic effects to the list...

 

Unfortunately, that's hard coded, but scripted effects are almost just as good and are better than nothing.

 

Yeah, your way is easier, but sometimes it's best to just dive right into scripting so that it doesn't end up being quite as imposing. Once you have the basics of summons down with scripting, whipping up something like my shepherd's ring:

http://www.tesnexus.com/downloads/file.php?id=5386

Becomes rather simple even though it makes use of some important logic features. I think I left notations in those scripts so it can easily be copied and adapted for your own uses.

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