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Need a few mod basics


DynV

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So here's my project but just the following demand (bold & underline) for help would more than suffice. I've been putting a lot of time on a Monk and she's now level 31, but even though I'm rarely scarred through the game, I find that progression is getting slower and slower... I then realized something was missing, an aspect that another player with a different weapon type could use to have a faster progression: poison & enchantment. Although I could just bypass that problem becoming a Rogue by switching Hand To Hand (HtH) to Blade so I'd use daggers as my main weapon ; that would devastate my character life-goals/motivations, also I find it a lot more visceral bashing a monster instead of cutting/knocking it, so I'd really prefer to keep mainly using HtH so monk gloves would be a much welcomed addition. I found Claws + Monk Gear mod and spent a couple hours on the Construction Set (CS) trying to figure it out then messaged the author so s/he'd help me understand it but even if that would happen, I'd still need to figure the rest.

 

Some problems arise with monk gloves:

  • Players should be able to wear gloves, rings and gauntlets (that would be considered vambraces or bracers instead) simultaneously.
  • Poison/enchantment need to be applied to monk gloves.
  • If I make a glove collection on sale at merchants, is there a way to make a new "slot" to have gloves worn along with the rest (the usual)?

I thought the best way to deal with those problems is to apply the effects of an already existing weapon type as gloves ; daggers seemed appropriate. So having my mod consider daggers as gloves, its effects would be dealt when the player deal damage using HtH ; I suppose wearing daggers would have to be forbidden. The dagger effects would be transferred to a temporary state ready to be added to HtH damage, perhaps stacked on top of items or in a new variable, then when HtH damage is dealt the effect would finally be transferred to the target having indirectly drained the dagger poison status and magical reserve ; if a temporary variable cannot be used to "pre-drain" the dagger, a rollback system would need to be implemented so that the transient item doesn't become permanently enhanced if the transfer doesn't properly complete.

 

And here's my mod basic help request: I'd like to know how to make a small mod which would make a copy of a non-damaging item like a torch or hourglass then, upon equipping a new weapon, would output it's speed (ie: dagger is 1.4). So the small mod would only contain a non-damaging object and its linked informative script. Browsing through the CS, I figured how to modify scripts but haven't work out saving such modification in a specific mod (instead on the main game or another mod) ; I neither know how to target a save file for an object also ignoring how to duplicate n object.

 

You're very welcomed to help me with my idea but only with the previous paragraph would be very nice

Thank you kindly

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I neither know how to target a save file for an object also ignoring how to duplicate n object.

 

To create a new mod, open the CS and open File>Data. Click the box by Oblivion.esm but nothing else. Click Okay and wait for it to load. Click the floppy disk icon and give your new and empty mod a name.

 

To copy an item from an old mod into your new mod, give it a new form ID by changing its name. Then save your mod.

 

Your idea for poisoned fists is cool, but really isn't how vanilla Oblivion is designed to work. So you will need a work-around, and possibly a rather elaborate work-around.

 

You want to be able to use poisons on your fists and enchant your boxing gloves, so your gloves need to act like a weapon and not like armor. Maybe what you need is a mesh for a dagger that is shaped like gloves. You might need a modeler who is skilled at making both weapons and clothing to be able to do such an unusual thing. This idea is probably messed up though, because the sword-swinging animation with your invisible dagger that looked like gloves would be used instead of the boxing animation. So then you would get in deeper and need an animator to change combat animations so that swinging the invisible dagger looked like punching instead. Maybe this approach is not a good idea.

 

Players should be able to wear gloves, rings and gauntlets (that would be considered vambraces or bracers instead) simultaneously.

Rings are no problem. In the vanilla game, you can already wear rings while wearing gauntlets.

 

* If I make a glove collection on sale at merchants, is there a way to make a new "slot" to have gloves worn along with the rest (the usual)?

 

There are a very limited number of slots and they are used for very specific things. The hardcoding of the game is such that you can't just make a new slot on a whim. The only slots available are:

 

Head

Hair

UpperBody

Hand

Foot

RightRing

LeftRing

Amulet

Weapon

BackWeapon

Sideweapon

Quiver

Shield

Torch

Tail

 

And here's my mod basic help request: I'd like to know how to make a small mod which would make a copy of a non-damaging item like a torch or hourglass then, upon equipping a new weapon, would output it's speed (ie: dagger is 1.4). So the small mod would only contain a non-damaging object and its linked informative script.

 

This paragraph is rather unclear. You might want to explain this in more detail. I didn't make the transition to non-damaging items. I didn't see where you talked about them earlier in your message. I got totally lost and had no idea why you were talking about them and what scripts you were talking about because those items usually don't have scripts. I do not understand why you are suddenly talking about speed, when earlier on you were talking about damage. I thought you wanted to adjust the damage of fists, not the speed of fists. What is a "linked informative script?"

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And here's my mod basic help request: I'd like to know how to make a small mod which would make a copy of a non-damaging item like a torch or hourglass then, upon equipping a new weapon, would output it's speed (ie: dagger is 1.4). So the small mod would only contain a non-damaging object and its linked informative script.

 

This paragraph is rather unclear. You might want to explain this in more detail. I didn't make the transition to non-damaging items. I didn't see where you talked about them earlier in your message. I got totally lost and had no idea why you were talking about them and what scripts you were talking about because those items usually don't have scripts. I do not understand why you are suddenly talking about speed, when earlier on you were talking about damage. I thought you wanted to adjust the damage of fists, not the speed of fists. What is a "linked informative script?"

 

Let's only concentrate on the most important part of my request, we'll address the rest after. You missed the rest of my paragraph in your quote.

And here's my mod basic help request: I'd like to know how to make a small mod which would make a copy of a non-damaging item like a torch or hourglass then, upon equipping a new weapon, would output it's speed (ie: dagger is 1.4). So the small mod would only contain a non-damaging object and its linked informative script. Browsing through the CS, I figured how to modify scripts but haven't work out saving such modification in a specific mod (instead on the main game or another mod) ; I neither know how to target a save file for an object also ignoring how to duplicate n object.

 

I want to apply a script on an object that usually have no behavior, I know such an object, the oblivion scales of pitiless justice, have effects but I don't know if that's a script or if one can be applied to it. The reason why I wanted to apply the script to an object if to have a behavior only under certain condition so possession of an object seemed ideal. I need a script that will output the speed of the player current weapon when equipped ; I'll let you know the reason after I know how to do it if you don't mind but it's related to my overall goal.

 

You showed me how to do a new mod and I've done so. I don't know how to duplicate an item even though I tried in different ways ; I'm trying to duplicate a Sapphire in Items > MiscItems > Clutter > Gems.

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I need a script that will output the speed of the player current weapon when equipped ; I'll let you know the reason after I know how to do it if you don't mind but it's related to my overall goal.

 

This is a pretty wild and unusual request. Things like this aren't often done. There is the chance you might fail, or else have to utilize some advanced OBSE.

 

I want to apply a script on an object that usually have no behavior

 

Double click on the object from the list in the object window. Go to the box that says Script, and select one from the pulldown menu. For a custom script, you need to write it and save it first before you open the individual object's window, or it won't appear on the list of possible object scripts.

 

I'm trying to duplicate a Sapphire

 

Go to a Sapphire such as Gem4Sapphire. Double click on it. Go to the "ID" box and type in a new name like AAMySapphire. Click Ok. Answer that you do indeed want to create a new form. (If you don't, it will change all the sapphires in Tamriel.)

 

You will now be the proud new owner of a unique type of sapphire, and you can change the name, stats, scripting, mesh, and texture all you want without conflicting with other mods or the vanilla game.

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The simplest thing to do is to visit this site and start searching. If you're stuck somewhere and need help, but can't find solution on this site, ask here. I made my Mansion (which was my first mod) just by reading this site only. You can find tutorial for brand new modders and already experienced ones. Good luck creating your 1st mod. :thumbsup:
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The simplest thing to do is to visit this site and start searching. If you're stuck somewhere and need help, but can't find solution on this site, ask here. I made my Mansion (which was my first mod) just by reading this site only. You can find tutorial for brand new modders and already experienced ones. Good luck creating your 1st mod. :thumbsup:

 

Awesome I discovered Portal:Scripting on the top of your reference! I already read Category:Scripting_Tutorials before creating this thread and didn't know what else to do to learn about scripting. :biggrin:

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