Omni 7776 Posted September 4, 2006 Share Posted September 4, 2006 Hey guys, I'm... well not "New" to modding, but I have only modded Oblivion for about 2 months now, and I used to mod pc games like Star Wars: Knights of the Old Republic 1 and 2, so I know what I'm doing... or... Sort of know what I'm doing. I decided to just make a quick mod for fun and for the heck of it, and of course, there were problems in even the simplest mod. I don't really care for "messy" assassinations, where the bodies like move around after you kill them, I prefer assassinating them, and still have their body where it was when they died, So I made a weapon with a one hit kill effect and no damage so the body wouldn't fly everywhere. I made a weapon and a spell, and the spell works fine, but the weapon isn't working correctly. First I tried making the script and usin it via an enchantment. The script I used on the enchantment for the blade was: scriptName 0Kill begin scriptEffectStart killend But when I hit someone witht he weapon, instead of dying, they just either fled or started attacking my character. So then I tried adding 1 point of damage and had the same thing happen. So I added the script directly to the weapon this time instead of the enchantment: scriptname 0Deathstrike Begin OnHitWith 0Deathblade Kill end Alright, so that did the same tihng to, and so did this: scn 00Death Begin OnHit Player kill end So now I can't figure out why the script isn't taking effect. Can somebody help me out? Link to comment Share on other sites More sharing options...
Abramul Posted September 4, 2006 Share Posted September 4, 2006 You might try setav health 0 instead. Don't know if it'll work, but as it's an alternate method... Link to comment Share on other sites More sharing options...
Omni 7776 Posted September 4, 2006 Author Share Posted September 4, 2006 You might try setav health 0 instead. Don't know if it'll work, but as it's an alternate method... Thanks, but for some reason that's not working either... and the spellisnt working anymore either... wtf... I wonder if its a compatibility problem. Link to comment Share on other sites More sharing options...
GBHis Posted September 4, 2006 Share Posted September 4, 2006 Last one: scn 00Death Begin OnHit Player kill end Triggers when the actor is hit by the player.I'll write back tomorrow/soon with a better explanation. Link to comment Share on other sites More sharing options...
Septim741 Posted September 4, 2006 Share Posted September 4, 2006 You don't need a script if your attack damage is high enough. When you make your weapon put the damage to... 10000 perhaps. I positive that there are no creatures with higher hit points. Or you can use the script. Link to comment Share on other sites More sharing options...
Abramul Posted September 4, 2006 Share Posted September 4, 2006 You don't need a script if your attack damage is high enough. When you make your weapon put the damage to... 10000 perhaps. I positive that there are no creatures with higher hit points. Or you can use the script.As he said, he doesn't like bodies flying around when they're killed. I assume that means that the higher a weapon's damage is, the further bodies go. Link to comment Share on other sites More sharing options...
Vagrant0 Posted September 4, 2006 Share Posted September 4, 2006 You don't need a script if your attack damage is high enough. When you make your weapon put the damage to... 10000 perhaps. I positive that there are no creatures with higher hit points. Or you can use the script.As he said, he doesn't like bodies flying around when they're killed. I assume that means that the higher a weapon's damage is, the further bodies go.Then either lower the havok settings fdeathforcedamagemax and fdeathfrceforcemax, or put an enchantment like shock damage on the weapon. It's going to kill them anway, you could even just add a high damage health enchantment to a weapon, and have the same effect. The reason why your script isn't working is that onhit blocks only work within the script of what you want to hit, not what you're using to hit that thing with. If you really want to go with a scripted death (tends to be buggy) you probably would have had to reference the actor hit with that enchantment (IE set self to getself) for the kill function to work. Scripted enchantments run on what was hit with that effect, as if they had that script attached to them. In this way, a getself will return the person affected by the scripted effect, and not the spell ID. Personally, I think just adding a weapon with a high damage health enchantment is probably your best bet. But changing the settings might prove more useful in general so that you don't need to use a specific weapon. Link to comment Share on other sites More sharing options...
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