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Sleep & Wake Spells Request


Drannis

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Hello let me say i'm not much of a forum poster and I hardly ever make requests for mods.

 

 

Here is the is the thing I do not have the CS installed because I don't know anything about working with the CS and

I do not how to script in the CS and I don't want to take the chance of fooling up the game either.

 

I looked for sleep spells on many Oblivion mod sites and I have found very little or none that was to what I wanted

My request is for two lesser spells mod.

 

#1. This request for the mod I know other Oblivion players could use.

#2. Make both spells non hostle so the spells won't be counted as an attack on the NPC

#3. Make both spells very little or no magicka cost at all.

#4. Make both spells lesser spells not greater or regular spells

#5. Make both spells be automaticly added to the spell book/list upon entering the game no matter if it's a new game or a saved game.

#6. Make the spells work only on any/all humanoid like races no matter if their a Breton, Khajiit, Golden, Dark, Demora or Vampires have the spells work on all.

#7. Have the Sleep spell make the NPC seek out any and the nearest bed to them rather they if it's owned by them or another NPC or by the player to where the spell makes them stay asleep till you use the Wake spell, if you haven't used the Wake spell on them yet make it to where you can still temp wake them up like to talk to them but afterwards they will go back to bed/sleep

#8. Have the Wake spell cancel out the constant sleep effect thats on the NPC that was hit by the Sleep spell so they wake up and won't go back to bed/sleep untill being hit by the Sleep spell again.

#9. Make both spells On Target and not On Touch

#10. Make the mod combatible with any/all mods

#11. Make sure both spells do not cuase any CTD's because I know some spells will cuase CTD's if not made correctly

#12. Make both spells work on non essentials and essentials

#13. Make both spells to they will be useble right from start meaning after they get automaticly added to your spell book/list

#14. Please scan and make sure the file does not contain any troublesome files like Malware, viruses and other pest files.

 

So if anyone that is good with the CS and with scripting and makes the mod from this request please P M me the

ESP file and thanks ahead of time if this can be done.

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#7: NPC's won't go for a bed owned by someone else if they can avoid it. Or at all if they have a high responsibility. This could be worked around by lowering their responsibility while under the sleep effect. However this could just lead to the guards knocking them off. Someone who knows more about how the AI works would have to answer that. A possible workaround would be to include a 3rd ability which would mark an area where they should go look for a bed.

Having them stay asleep indefinitely would be game breaking.

Could you please reword the point. I think I got what you're after, but they way you've said it is not clear at all.

 

#8: Having an NPC stay awake indefinitely is going to be impossible without clearing all of their AI packages and removing all scripts. Bad idea, 'nuf said. At any rate it has the potential to be more game breaking than having them sleep indefinitely. A much better option (IMO) would be to have them resume their normal behavior when woken. This should also reduce the number of instances where forcing an npc to sleep would irreversibly break the game.

 

#10: Any mod which involves AI work will be negatively affected by this. While the mod itself won't be incompatible with others, what you want it to do (as explained above) has the potential to break any mod it's used alongside (during game-play ofc).

 

#11: It'll work as well as it works, some things are unavoidable. If it's poorly coded, then by all means complain, but since you've pointed out that you're unwilling to even learn the basics to help judge what is do-able or not, don't expect people to bend over backwards.

 

#14: I appologise if anything I've said before this sounds upity, this is the line that caused it... I'm sure you didn't mean for it to be interpreted like this, but honestly saying that is just insulting to the people who make mods for other people. No-one here acts to deliberately screw over others, and if someone does, your wrath is the least of their concerns/reasons. If you really feel it necessary, scan it yourself, we're dealing with esp/esm files here within a well moderated community, not exactly prime virus territory.

 

All the other points sound about right (or are irrelevant, eg, essential/non-essential), the whole idea should be dead easy to implement: Sleep -> Adds a token item which will keep a sleep package active on the spell target and moves a destination token to the current position (if not previously set). Wake -> Removes token item and associated sleep package. Sleep Target -> MoveTo the maker used for the sleep package target.

 

If no-one bites, I might be able to have a shot at writing it up in a day or 2.

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This could mess up AI on the NPCs lol. Making them sleep whenever. It should be possible to do though.

 

I didn't think about their AI but if it can be done without messing up their AI then it should be fine.

 

 

#7: NPC's won't go for a bed owned by someone else if they can avoid it. Or at all if they have a high responsibility. This could be worked around by lowering their responsibility while under the sleep effect. However this could just lead to the guards knocking them off. Someone who knows more about how the AI works would have to answer that. A possible workaround would be to include a 3rd ability which would mark an area where they should go look for a bed.

Having them stay asleep indefinitely would be game breaking.

Could you please reword the point. I think I got what you're after, but they way you've said it is not clear at all.

 

#8: Having an NPC stay awake indefinitely is going to be impossible without clearing all of their AI packages and removing all scripts. Bad idea, 'nuf said. At any rate it has the potential to be more game breaking than having them sleep indefinitely. A much better option (IMO) would be to have them resume their normal behavior when woken. This should also reduce the number of instances where forcing an npc to sleep would irreversibly break the game.

 

#10: Any mod which involves AI work will be negatively affected by this. While the mod itself won't be incompatible with others, what you want it to do (as explained above) has the potential to break any mod it's used alongside (during game-play ofc).

 

#11: It'll work as well as it works, some things are unavoidable. If it's poorly coded, then by all means complain, but since you've pointed out that you're unwilling to even learn the basics to help judge what is do-able or not, don't expect people to bend over backwards.

 

#14: I appologise if anything I've said before this sounds upity, this is the line that caused it... I'm sure you didn't mean for it to be interpreted like this, but honestly saying that is just insulting to the people who make mods for other people. No-one here acts to deliberately screw over others, and if someone does, your wrath is the least of their concerns/reasons. If you really feel it necessary, scan it yourself, we're dealing with esp/esm files here within a well moderated community, not exactly prime virus territory.

 

All the other points sound about right (or are irrelevant, eg, essential/non-essential), the whole idea should be dead easy to implement: Sleep -> Adds a token item which will keep a sleep package active on the spell target and moves a destination token to the current position (if not previously set). Wake -> Removes token item and associated sleep package. Sleep Target -> MoveTo the maker used for the sleep package target.

 

If no-one bites, I might be able to have a shot at writing it up in a day or 2.

 

 

To when I think of useble stuff I just don't think of myself I think of others as well, I think I see your points as well.

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