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Need help with making my mod


StrangeAngelx92

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Ok so i have an idea for a full Expansion style mod, but im having trouble with one thing.

I cant seem to find any information about how to add new damage types or if its even possible.

For the mod im working on i need to make 2 magic damage types Darkness and Light aswell as Ressistances, Shields and Weaknesses,

but im not even sure where to begin. Am i going to need to script in the new damage types somehow? or can i use one the mods i have?

i have:

TES4Edit

OBME

OBSE

CSE

AddActorValues

Im pretty new at this so any advice would be appreciated.

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1st: I don't know much at all about modding and nothing about scripting.

2nd: OBME, Oblivion Magic Extender, seems like your best bet. Allows custom magic effects, I think. But that only helps with the magic part of it...

 

Sorry, wasn't much help, but hopefully you find something!

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With OBME you don't need to script the damage, and the new Magic Effect will blend with other ones seamlessly.

To do this, you need both Oblivion Magic Extender (OBME) and AddActorValues (AAV).

 

First part: you need to create the Actor Values which define the resistances (you know: ResistFire, ResistFrost, ...).

  • Go to: Character -> Actor Values. A little window will open.
  • Create a new AV for the resistance (click on New button). Group must be "Attribute". Set Name and EditorID. Save.
  • Repeat for all the AV you need (a single AV works both as resistance and weakness, so only create one for damage type)
  • Close the window.

 

Second part: create the magic effects:

  • Go to: GamePlayer -> Magic Effects. A big window will open.
  • You could create a new damage type from scratch, but it's faster to copy another one. Let's start with resistances/weakness first.
  • Go to "RSFI Resist Fire" and click the Duplicate button below.
  • A new Magic Effect is created and you're placed there automatically. Set the EditorID, the Name and enable "Dynamic mgef code".
  • Later you will customize it as you want. For now, you need to look right: "Effect Handler". Keep everything except for the actor value: Change ResistFire to your just created actor value. Click on Apply below.
  • Now go to "WKFI Weakness to Fire", duplicate and repeat the same (identical) procedure.
  • Now go to "FISH Fire Shield", duplicate and repeat the same (identical) procedure.

You may have noticed the little difference between Fire Shield, Resist Fire and Weakness to Fire: the third one has the "Lower AV" checkbox checked.

In fact, the "Fire Shield/Resist Fire" increase the ResistFire AV, while the "Weakness to fire" decrease it. The total is (Shiel+Resist - Weakness).

If the result is above 0, the damage decrease, if below 0 the damage increase. This explains why a single AV is enough for Shield/Resist/Weakness.

Ok, it's not finished yet: you need to create the Damage!

  • Go to "FIDG Fire Damage" and duplicate it. Again, set EditorID, Name and enable "Dynamic mgef code".
  • On the right, ignore the handler (it damage the Health AV exactly like the Fire Damage) and look at "Counters and Resistances".
  • "Resistance AV" is literally the AV you want to use as resistance/weakness. Select your actor value.
  • As for the counters, they specify what the AI try to do to counter this magic effect: a Fire Damage can be countered by Resist Fire/Fire Shield but your new damage needs your new Resist/Shield effects. Remove the Fire ones and put your ones.

 

New Magic Effect created!

Now you can create new spells/potions/enchantments/etc with this new magic effect. And if the player obtain one of these spells, he will be able to use the Altar of Spellmaking to create new spells with that magic effects!

 

Ok the technical part is over.

Now you only need to customize all these new effects (Shield, Resist, Weakness, Damage) with graphic, sounds, spell cost, etc... (else, they will have the Fire graphic/sound/etc...)

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I've made a mod, using new magic with OBME. It works well for me. If it helps you, I can upload it for you, so you can use it as reference.

Remember that OBME will be a required mod if you plan to publish your work.

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