kidwitthafro Posted January 22, 2010 Share Posted January 22, 2010 how do i make the spell from the bullet time mod (http://www.tesnexus.com/downloads/file.php?id=20383) have a time limit? i.e. deactivate after "x" seconds Link to comment Share on other sites More sharing options...
dretcher2 Posted January 23, 2010 Share Posted January 23, 2010 how do i make the spell from the bullet time mod (http://www.tesnexus.com/downloads/file.php?id=20383) have a time limit? i.e. deactivate after "x" secondsgo to construction set. Activate both this mod and the oblivion master file, and set the actual mod as the "active" file. When it loads, look for the spell you're talking about in the list, and you can click on it and change various options on the spell. Link to comment Share on other sites More sharing options...
kidwitthafro Posted January 23, 2010 Author Share Posted January 23, 2010 yeah, but the spell isn't really a spell...i mean sure you cast it, but its a script. i need to change the script to make it have a time limit but i dont know how. the script looks like so: Scriptname Focustoggle Begin ScriptEffectStart If ( player.IsSpellTarget focuson == 0 ) player.addSpell focuson else player.removeSpell focuson con_SetIniSetting "fGlobalTimeMultiplier:General" 1.0000 con_SetCameraFOV 75 Message "You lose Focus" endif End do i edit "focuson" ? or the script itself? Link to comment Share on other sites More sharing options...
Pronam Posted January 23, 2010 Share Posted January 23, 2010 Scripts have their own time limit, however that one doesn't remove the bullet time until you re-cast it.The time limit it currently has as a spell (not the bullet-time, just this script) is controlled at where the script is assigned at the Spell-effect window. It'll have a position called 'duration'. Modifying that one decides how long the spell/script last. As there are probably 2 scripts I reckon it's needed to run this one first before the other. To time this one you'll need it'll be easy to fix. Lets say you've set the duration at 30 at the spell, then you would use this to ensure it'll be disabled on command or after 30 seconds.: Scriptname Focustoggle short done Begin ScriptEffectStart If ( player.IsSpellTarget focuson == 0 ) player.addSpell focuson set done to 1 else player.removeSpell focuson con_SetIniSetting "fGlobalTimeMultiplier:General" 1.0000 con_SetCameraFOV 75 Message "You lose Focus" set done to 2 endif End Begin ScriptefectEnd if done == 1 player.removeSpell focuson con_SetIniSetting "fGlobalTimeMultiplier:General" 1.0000 con_SetCameraFOV 75 Message "You lose Focus" endif End I can't test it at the moment, but it should work. Link to comment Share on other sites More sharing options...
kidwitthafro Posted January 23, 2010 Author Share Posted January 23, 2010 it worked. thank you! you have my kudos --all i had to do what change one line to scripteffectfinish instead of end. i have one more question: how can i use the set eye command from obse in this script to change my eyes during the duration of the spell and change them back after? kind of similar to this mod: http://www.tesnexus.com/downloads/file.php?id=19641 Link to comment Share on other sites More sharing options...
Pronam Posted January 23, 2010 Share Posted January 23, 2010 I guess that'll require some OBSE. I think you could use CompareModelPath to check the current set of eyes and SetModelPath to change them or something...I'm not common with them though :). You might want to go to the official forums for this one. --grmbf is our specialist here on nexus though, maybe he'll pass by this topic. Link to comment Share on other sites More sharing options...
Argomirr Posted January 23, 2010 Share Posted January 23, 2010 The problem with using SetEyes is that you must restart the game for the changes to become visible. So even though doing this is pretty easy, it's not very practical. Link to comment Share on other sites More sharing options...
kidwitthafro Posted January 23, 2010 Author Share Posted January 23, 2010 The construction set wiki says that there is a vampirism hack that allows you to bypass the necessity to reload: http://cs.elderscrolls.com/constwiki/index.php/SetEyes i believe the mod i listed before uses the hack as well...here's what he does: scn aaSharinganlv1Uchiha1script ref selfref eyeref eyesref race begin scripteffectstart set self to getselfset eyes to self.geteyesset race to player.getrace if race == UchihaClan self.addspellns aasharinganlv1uchihaabelse self.addspellns aasharinganlv1abendif if eyes != Sharingan.oldeyes if eyes == aaeyessharingan1 elseif eyes == aaeyessharingan2 elseif eyes == aaeyessharingan3 elseif eyes == aaeyessharinganipno elseif eyes == 0 else set Sharingan.oldeyes to eyes endifendif set eye to aaeyessharingan1self.seteyes eyeplayer.addspellns aavampirismself.removespellns aasharinganipnouchihaabself.removespellns aasharinganipnoabself.removespellns aasharinganbanishself.removespellns aaAmaterasuself.removespellns aatsukuyomiself.removespellns aasummonninetailfoxself.removespellns aasharinganlv2uchihaabself.removespellns aasharinganlv3uchihaabself.removespellns aasharinganlv2abself.removespellns aasharinganlv3ab end begin scripteffectfinish player.removespellns aavampirism I'm trying to incorporate something like this into the bullet time spell (that works with a time limit now! whoohoo) but with my own custom made eye textures Link to comment Share on other sites More sharing options...
Recommended Posts