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sit down anyone?


bendyn

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Hi everyone. Has anyone noticed that sitting down in Oblivion, though it seems cool to do, serves no great purpose? There doesn't seem to be a reason to do it, aside from interacting with quests. You can sit at tables in inns and stare at food you can't eat and so on. What I was wondering is if someone could make a mod where sitting has a benefit. I mean, it certainly helps you recover fatigue better in real life. Maybe it could help with magic regen as well. Maybe even heal a health point or two (very slowly of course). There's usually not sets in the middle of dungeons, so it wouldn't make the game ridiculously easy. The application I'm implying goes along mostly with realism. I just think it would be cool if sitting like say let you recover magic and fatigue an an increased rate. I'd do it myself but modding Oblivion is proving to be difficult, though I have created whole towns for morrowind. I just can't seem to get the hang of it.

 

So, what I'm saying is, I think a mod like this would be cool for realism and help all those chairs in the game look a little more useful.

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Hmmmm... yeah you are on the money with this one. Trouble is, you can't make it. I'd recommend asking a pro, like......ok, all the pros are busy, but it's still a good idea!
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Hmmmm... yeah you are on the money with this one. Trouble is, you can't make it. I'd recommend asking a pro, like......ok, all the pros are busy, but it's still a good idea!

It's not that hard really, all you'd need to do is give the player an ability with a script attached. That script would detect if an npc was sitting, or a chair being used, and if it was it would apply a recover health/mana/fatigue ability. If it wasn't any more, it would remove that recovery ability.

 

Some stuff...

http://cs.elderscrolls.com/constwiki/index.php/GetSitting

http://cs.elderscrolls.com/constwiki/index.php/AddSpell

 

Can add the scripted ability to the player by use of a quest script with the addspell function. The problem is that something like this may end up being a bit overpowered, even a 1 point health recovery might be too much at lower levels. You might be able to get around this by using a timer which adds the heal ability for 3 seconds, then removes it, waits 10 seconds, adds it again, rinse repeat. The problem with that though is that there would be constant notifications of the ability being added.

 

http://cs.elderscrolls.com/constwiki/index.php/ModActorValue

Using the modactor value function instead of the ability (still tied to a series of timers) would get around the notification issue, and would allow a bit more scaling as the player levels, but would require a more complicated script so as to stop recovery of a specific stat before it reaches its current maximum (failing to do this would allow someone to gain more maximum health, instead of just recovering it).

 

You could make it, you'd just need to put forth the effort and have some understanding of the logic involved.

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Using the modactor value function instead of the ability (still tied to a series of timers) would get around the notification issue, and would allow a bit more scaling as the player levels, but would require a more complicated script so as to stop recovery of a specific stat before it reaches its current maximum (failing to do this would allow someone to gain more maximum health, instead of just recovering it).

 

The OBSE function "ModActorValue2" can take care of that. It won't increase a value past its maximum. Gotta love that OBSE :D

 

Anyway, I went ahead and made this mod, using a different approach. While the player sits, the game settings fatigue and magicka restore rates are increased, and they are set back to normal when the player stands. That way, it's more dynamic than changing it by a flat value, and it also doesn't cheese the game. It does require OBSE for this, but honestly, if somebody doesn't have it, they're really missing out anyway 8)

 

I'll have the mod uploaded by the end of the day, whenever I get a chance, since it's movie time right now!

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It does require OBSE for this, but honestly, if somebody doesn't have it, they're really missing out anyway 8)

I don't use OBSE, I'm not missing out on anything. What I can't do one way, I do other ways. It keeps me flexable and open to new methods. As a result, I find things most people don't. Think of it like walking around with weighted shoes, sure it sucks, but you can manage and become stronger as a result of it.

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But there are definitely things that can not be done without OBSE, such as changing the file path of meshes in code, as demonstrated in the concept video. The point I'm making is not that modders are missing out by not having OBSE, but players are, since several fantastic mods have been made with it, and therefore can not be played without it. Given how easy it is to get, install, and use OBSE, and the fact that you can play mods that don't use it, there's really no reason to not have it.

 

Besides, I don't see how you can say that deliberately ignoring a tool that offers new methods of coding is being "flexible and open to new methods". Weighted shoes or not, if you apply that understanding of workarounds to a more powerful tool, you can do much more than otherwise.

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