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Magicka Bow / Thief Outfit


Amoramor

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Actually it would be best to have an invisible quiver, then using a scripted bow to "spawn" arrows. I'd personally feel that would be the best approach since it would be more along the lines of creating arrows with magic, rather than a staff with special animations.... but then again, without OBSE there would be no way to prevent the "Arrow has been added" and "Arrow has been equipped" messages...

 

 

Edit: Come to think of it... I can't really figure out how to easily do it without OBSE.

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got bored. I've got a working version of the bow now. Basically, it takes 15 magicka to shoot it (might tweak later?), and adds a single arrow to the players inventory. When it's fired, the magicka is drained, a check is made to ensure that they have at least 15 magicka, then another is added. If the player has less than 15, the arrow will NOT be added until their magicka hits 15 again.

 

And I did manage it without requiring OBSE. Tricky, but got it done.

 

Only two things I can't figure out:

 

First off, if they equip an arrow type when their magicka is below 15. They'll be able to fire the "normal' arrows until their magicka gets to 15, the script kicks in, and forces the magic arrows to be equipped.

 

Message spam. Without OBSE there's no way to remove the "Arrow added" and "Arrow Equipped" messages.

 

 

 

Other than that? Works perfectly. I used a Daedric Bow and Daedric arrow as the base, but it'd be easy to "convert" them into magic bow and arrows if someone were to make the meshes and textures for me (I can't do it. I suck at it.) and send me the files.

 

Edit: forgot to ask... drain Magicka or Life? I kind of like the life idea personally. The value would be much less than 15 though, I'd consider more around 5 or so per shot if it was life instead of magicka that was drained.

 

 

Oh: and still need to devise a quest of sorts. Right now I just set a variable to get the bow in my inventory.

 

Edit2: thought of this on my smoke break. Another downside is the equip noise... Since there's only one arrow you're constantly hearing the Unequip noise arrows make when you run out of ammo every time you fire the bow. The only thing I can think of is instead of adding a single arrow, make sure there's always /two/ arrows... this would remove the noise...

 

There's also a check to ensure that the player never has any more than the /minimum/ number of arrows in their inventory. If they have less, an arrow is added. If they have more, the arrow(s) is removed until they're at the pre-set number. I can't figure out how to remove arrows after they're fired. A tiny enchantment on the arrows themselves ensures that the player can't retrieve them from corpses... only when they miss can the arrows be retrieved.

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Guest Kromagnum
OK, I'll get started on a quiver and some arrows. Not sure how long it will take to rig up the emitter for the effects. Takes less than 5 min in Max. Getting the right type, and into NifScope could be a challenge.
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@Khet: That sounds really great! I have a few questions though. Can you do it with OBSE? I think it would be better without the text.

Does it have a quiver? Is it possible to have a bow without a quiver? Like you said, it feels more like a magical bow that way.

 

I think Drain Magic would be better, though we could make another version, so that there would be a good and an evil bow. While the other one uses magicka, the other one uses life force. If that doesn't take too much work or time, we could include both in the same file.

 

Anyways, sounds awesome!

 

@Kromagnum: Great, thanks! Let me know when you're done.

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Yes, OBSE will remove the text... but not the sound. That is hardcoded as far as I can tell. Yes, it has a quiver since all bows have a quiver. The only way to get around this is to have an invisible quiver. Only problem is, for those that play in third person (like me with the Ultimate 3rd person mod) it would look odd since the player would still reach behind them to grab an arrow, heh.

 

Two versions are definately possible. Since I have the first one set up, it would be very easy to do, I'd simply have to set up another set of scripts to scan for the second bow.

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Guest Kromagnum

I got a working prototype in to the game. Actually worked with out conversion in NifScope. :biggrin:

 

Unfortunately, it is going to need extensive adjustment on the particle flow to get a desirable effect. Nothing shows up when the arrow is drawn back, when I have it set to hold the particles on the arrow during this time. Only starting a different stage when arrow speed goes up. Not sure what's going wrong where, but I have a clue in the spent arrow spawning about 2 particles a second. Not to mention its just gray billboards at this point. :sad:

 

On a very interesting side note, if you're not paying attention. You'll never find the arrow again. The particles inherited the collision properties. So the new particles are making the invisible arrow jump around. Only way to spot it is the gray particles coming from it. Of course, once I get this set up properly, there won't be any clues to the location of the arrow. The only problem is they show up in the inventory of the mob.

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A small enchantment on the arrows themselves cause the arrow to not be retrievable upon a hit. At least, I don't /remember/ being able to retrieve enchanted arrows.

 

I still haven't figured out how to disable arrows that have /missed/ their targets. I've seen it before so I know it's possible... just gotta do some more looking and see what I come up with.

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