Kurzusseus Posted August 18, 2014 Share Posted August 18, 2014 I was replaying the Yngol burrow quest with another character, and I remember that I always did like thoselittle hopping souls and how they would gather around me following me till the end. I then was curioushow they functioned and went into the creation kit to delve a little deeper. I'll tell you something else I had planned, I wanted to see about having one follow me outside the dungeonrather intentional or my character taking it by force. Anyway I went into the creation kit and if you yet to knowwhat I am talking about its this little soul right here. http://i62.tinypic.com/voloc7.png Now, my question is this. I'm going to be looking into the scripting, but with some other modders advice, how would I goabout making this thing follow me when I want it too? The plan is to use an empty black soul gem to seal awayone by use of a mod created spell (Seal soul orb.) Which will seal an orb inside an empty black soul IF it existsin your inventory. Unseal soul orb would set it free and by default it would follow you around. So I want some help or suggestionswith a script that detects if this soul orb is nearby, and it selects 1 only. Then it transfers, or disables that orbwhen you cast seal soul orb and removes the empty black soul and replaces it with filled. Unseal would undo this effect and make the little ball follow you by default until cast again. If the soul gem isused while the orb is in it, then you would be unable to unseal it because its lost to the soul cairn. Thanks in advance too whomever lists their script suggestion, you guys and gals are a lot of help hereon the Nexus and I really appreciate the help I get here. Link to comment Share on other sites More sharing options...
mastabenja Posted August 18, 2014 Share Posted August 18, 2014 (edited) hm intresting. The Mode is obviously a static object, that gets moved to the player via its script. The movement ends if the quest stage reaches 50 (dunYngolBarrowQST) or the "target" (player) dies.So you want to disable this two first.The object will probaby despawn if you change the cell (move to a different area) so you nee a script on the playerAlias (quest) to spawn this object everytime you enter an area (dunno right now need to look it up here Everything else should keep working (havoc etc.)Im not sure why ther is a myHomeCell property that is filled with the barrow since it isnt use in the script... the Spawn/release spells are trivial once you figured out how to spawn the object. Cant help with this appentely they are somewhat easy to place: http://forums.nexusmods.com/index.php?/topic/630938-handling-movablestatics-in-papyrus/ just make sure you delet them every time you leave a cell/unsummon them properly else they may fill up savegames Edited August 18, 2014 by mastabenja Link to comment Share on other sites More sharing options...
Kurzusseus Posted August 18, 2014 Author Share Posted August 18, 2014 Well ideally I wanted to make a brand new Mote so I wouldn't have too mess with the quest data these were already attached too.So making an entirely new mote, and copying their script but erasing the end stage 50 should basically do the trick. I'll look into it spawning in a different cell whilst getting rid of the old, that appears to be more tricky. Thanks for the response.If anyone else has some pointers, or a script that may function more appropriately, please post below. =) Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 18, 2014 Share Posted August 18, 2014 Well ideally I wanted to make a brand new Mote so I wouldn't have too mess with the quest data these were already attached too.So making an entirely new mote, and copying their script but erasing the end stage 50 should basically do the trick. I'll look into it spawning in a different cell whilst getting rid of the old, that appears to be more tricky. Thanks for the response.If anyone else has some pointers, or a script that may function more appropriately, please post below. =)Well, for respawning them, do this: Scriptname MyMoteRespawnScript Extends ReferenceAlias {Attach this to a player alias in a dummy quest, or your quest if you have one.} Actor Property MyMote Auto Event OnLocationChange(Location akOldLoc, Location akNewLoc) MyMote.MoveTo(Self) EndEvent You shouldn't need to delete the old one, you can just move it with you. Maybe. I'm not sure, I'm kind of tired right now so this might be completely wrong, but you can try it. Link to comment Share on other sites More sharing options...
Kurzusseus Posted August 18, 2014 Author Share Posted August 18, 2014 sounds nice. Now all I need is to work on is disabling my mote with a spell and re-enabling it with a spell so that I can get rid of himwhen I'm annoyed with it following me. It shouldn't be hard, I've had experience with disabling before, but this would probably be the firsttime I add a brand new spell with this function. I'll test out your script shortly, thanks for posting. Link to comment Share on other sites More sharing options...
Deleted1308005User Posted August 18, 2014 Share Posted August 18, 2014 Also, before starting to work on something like capturing the soul orb from Barrow, I'd suggest you do simple "placeholder" for now, put your main effort in getting it to follow you, making some kind of activator etc. I tried to do this one myself, but couldn't figure it out at all. Link to comment Share on other sites More sharing options...
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