Magic Muffin Posted April 24, 2011 Share Posted April 24, 2011 I tried out the Aundae in Cyrodiil mod by Peter and AlienSlof, I liked some of the ideas that they used, but disliked the chores and frequency of said chores that needed to be done to in order to avoid penalties, and furthermore wanted my character to look more like a monster (so yes, I wanted to keep the default aging and facial morphing) One of the things I liked about the Aundae in Cyrodiil mod was this: "Galerion compatibility - scripted attributes, skills as abilityAttributes will be shown as green, so you can increase them above 100. Skills will not be shown in green, so you get the perks but cannot increase them above 100." So I figured I would attempt to copy that into a miniature .esp that I would make myself. Unfortunately it isn't as easy as I thought it would be. player.ModAV strength 20 player.ModAV willpower 20 player.ModAV speed 20 were the script commands to be used to boost attributes, so I took those, and looked at the KT Vampire Hunter's Sight Mod that scripts the hunter's sight into a toggle-able ability depending on the usage of the hunter's sight lesser power: Scriptname KTVampSightScript short targetMagickaref casterRef Begin ScriptEffectStart If ( player.IsSpellTarget KTVampireHuntersSight == 0 ) player.addSpell KTVampireHuntersSightelse set casterRef to Player.PlaceAtMe KTMagickaReplenisher 1, 0, 1 casterRef.MoveTo Player 0, 0, 128 casterRef.Cast KTVH5Magicka Player casterRef.disable RemoveSpell KTVampireHuntersSightendif End What I figured I'd do is add scripted effect to the Vampire(25/50/75/100)Att abilities similar to that used with the Hunter Sight scn Vampire25Attributes Begin ScriptEffectStart If ( player.IsSpellTarget Vampire25att == 1 ) player.ModAV strength 5 player.ModAV willpower 5 player.ModAV speed 5else player.ModAV strength -5 player.ModAV willpower -5 player.ModAV speed -5endif End What I hoped it would do is that if I had 25% vampirism, It would increase my stats by 5. At 50%, increase by 10, etc etc, and when one was removed (by aging into another phase, or drinking blood and reverting back to 25%), it would undo the stat boost so it doesn't stack up to 255. Yet it doesn't work: there is no stat change good or bad, and therefore I'm at a loss as to what to do. (This is the first time I've really fiddled with scripts and such) Just for a test, I modified the KT vampire hunter's sight mod to add / remove the stats whenever hunter's sight lesser power was used and that worked fine (not what I want though, since it required hunter's sight to be active to have the boost, and didn't scale with phase) Link to comment Share on other sites More sharing options...
fg109 Posted April 24, 2011 Share Posted April 24, 2011 My question is, have you ever tried modding before? Because I don't see why it wouldn't work, as long as you attached your script to a spell and then cast that spell... (I do have reservations about using ModAV instead of ModAV2 though.) Also, why would you add these bonuses to vampires when they already have it as default? Link to comment Share on other sites More sharing options...
Magic Muffin Posted April 24, 2011 Author Share Posted April 24, 2011 My question is, have you ever tried modding before? Because I don't see why it wouldn't work, as long as you attached your script to a spell and then cast that spell... (I do have reservations about using ModAV instead of ModAV2 though.) Also, why would you add these bonuses to vampires when they already have it as default? I haven't modded anything other than fiddling with spells to add to vendors and other minor junk. The way the default attribute bonuses work, is that if you have vampirism, and you hit 100 (80 base + 20 from vampirism) in a stat with 100% vampirism, you cannot increase the stat any further. Thus when you cure yourself of vampirism, you'll revert back to the base of 80 in that stat. With the scripted stats, once you hit 100 (80 base + 20 from vampirism) with a stat as 100% vampirism you will still be able to go beyond that: 81 base + 20 from vampirism etc etc all the way to 120 (100 base + 20 from vampirism). The script does not seem to activate if the script is added to the 'ability' spell "Vampire25att", but does activate on normal spells, powers, and greater powers (stuff your character casts). the problem with that is it allows you to cast the spell multiple times, thus you can just keep giving yourself +5/10/15/20 all the way up to 255, which is of course cheating. Link to comment Share on other sites More sharing options...
fg109 Posted April 24, 2011 Share Posted April 24, 2011 (edited) I see... I'm not too familiar with which blocks actually run for abilities (it doesn't act the same as for spells). So I'm not sure how you can modify the script to affect that. If it was me, I would instead try to control the player's attributes through a quest script. scriptname example short vamp Begin GameMode if (vamp == 25) && (player.IsSpellTarget Vampire25Att == 0) player.ModAV2 Speed -5 player.ModAV2 Strength -5 player.ModAV2 Willpower -5 set vamp to 0 Return elseif (vamp == 50) && (player.IsSpellTarget Vampire50Att == 0) player.ModAV2 Speed -10 player.ModAV2 Strength -10 player.ModAV2 Willpower -10 set vamp to 0 Return elseif (vamp == 75) && (player.IsSpellTarget Vampire75Att == 0) player.ModAV2 Speed -15 player.ModAV2 Strength -15 player.ModAV2 Willpower -15 set vamp to 0 Return elseif (vamp == 100) && (player.IsSpellTarget Vampire100Att == 0) player.ModAV2 Speed -20 player.ModAV2 Strength -20 player.ModAV2 Willpower -20 set vamp to 0 Return endif if (vamp == 0) if (player.IsSpellTarget Vampire25Att) player.ModAV2 Speed 5 player.ModAV2 Strength 5 player.ModAV2 Willpower 5 set vamp to 25 elseif (player.IsSpellTarget Vampire50Att) player.ModAV2 Speed 10 player.ModAV2 Strength 10 player.ModAV2 Willpower 10 set vamp to 50 elseif (player.IsSpellTarget Vampire75Att) player.ModAV2 Speed 15 player.ModAV2 Strength 15 player.ModAV2 Willpower 15 set vamp to 75 elseif (player.IsSpellTarget Vampire100Att) player.ModAV2 Speed 20 player.ModAV2 Strength 20 player.ModAV2 Willpower 20 set vamp to 100 else Return endif endif END EDIT: After thinking about it a bit, you probably do want to stick to using ModAV instead of ModAV2 to achieve the effect you're looking for. Edited April 24, 2011 by fg109 Link to comment Share on other sites More sharing options...
Magic Muffin Posted April 24, 2011 Author Share Posted April 24, 2011 (edited) I am not sure how to implement a quest script into the game ModAV2 is an invalid function for me it seems. Perhaps my TES Construction Set is out of date? Edited April 24, 2011 by Magic Muffin Link to comment Share on other sites More sharing options...
fg109 Posted April 24, 2011 Share Posted April 24, 2011 ModAV2 is an OBSE function. To implement the quest script, just create a new quest. Name it anything you want and make sure that "Start Game Enabled" is checked. Then just attach the script to the quest. Probably a good idea to make the priority at least 50 (although I think that's only relevant if you have quest dialogue). Link to comment Share on other sites More sharing options...
Magic Muffin Posted April 24, 2011 Author Share Posted April 24, 2011 (edited) In my short period of testing, (mostly in the "testvampireinterior" area) the script that you have provided to me works very well (It takes about 2 or 3 seconds for it to register changes in vampire phases, where it will revert the stats back to their base (due to the removal of vampire attributes 'ability') and then buff the stats according to the newly attained vampire attributes 'ability'. priority set to 50). Thus I must thank you for walking me through the steps of scripting the vampire attributes. Base Stats http://img696.imageshack.us/img696/658/basestats.jpg Base Abilities http://img192.imageshack.us/img192/8974/baseabilities.jpg Vanilla Oblivion Vampire 25% Stats http://img197.imageshack.us/img197/6670/oblivion201104241844166.jpg Vanilla Oblivion Vampire 25% Abilities http://img191.imageshack.us/img191/7951/oblivion201104241844350.jpg Vanilla Oblivion Vampire 100% Stats http://img855.imageshack.us/img855/2338/oblivion201104241851487.jpg Vanilla Oblivion Vampire 100% Abilities http://img26.imageshack.us/img26/3558/oblivion201104241852035.jpg Scripted Vampire 25% Stats http://img694.imageshack.us/img694/8008/oblivion201104241858103.jpg Scripted Vampire 25% Abilities http://img840.imageshack.us/img840/9022/oblivion201104241858184.jpg Scripted Vampire 75% Stats http://img716.imageshack.us/img716/7719/oblivion201104241901285.jpg Scripted Vampire 100% Stats http://img849.imageshack.us/img849/2338/oblivion201104241916058.jpg Scripted Vampire 100% Abilities http://img98.imageshack.us/img98/457/oblivion201104241916095.jpg I could also potentially see this being used to script the attribute bonuses gained from Birth Signs Edited April 24, 2011 by Magic Muffin Link to comment Share on other sites More sharing options...
Magic Muffin Posted April 25, 2011 Author Share Posted April 25, 2011 I could also potentially see this being used to script the attribute bonuses gained from Birth Signs Trying to do just that, I modified the script you provided me for the Scripted Vampire Attributes, and came up with this: scn ScriptedBirthSignsScript Begin GameMode if (player.IsSpellTarget BSLadyBlessing == 1) player.ModAV Willpower 10 player.ModAV Endurance 10 elseif (player.IsSpellTarget BSMage == 1) player.ModAV Willpower 10 elseif (player.IsSpellTarget BSSerpentWisdom == 1) player.ModAV Willpower 10 elseif (player.IsSpellTarget BSShadowStep == 1) player.ModAV Agility 10 elseif (player.IsSpellTarget BSSteed == 1) player.ModAV Speed 20 elseif (player.IsSpellTarget BSThief == 1) player.ModAV Agility 10 player.ModAV Speed 10 elseif (player.IsSpellTarget BSWarrior == 1) player.ModAV Strength 10 player.ModAV Endurance 10 endif end and it works to a degree. Unfortunately, the quest or the quest script does something to where it will reapply itself every few seconds. So take for example: I load a saved character with, say, The Warrior birth sign. I would have the character's base stats in Strength and Endurance (so if it's a female wood elf, I have 30 strength and 30 endurance) along with the +10 to Strength and Endurance in green 'buff' text from the script. However, every few seconds it will add an additional +10 Strength and Endurance. This occurs non stop, and even appears to go past 255 (when I closed out of Oblivion, said character had 550 Strength and Endurance). Link to comment Share on other sites More sharing options...
fg109 Posted April 25, 2011 Share Posted April 25, 2011 That is why I had the "vamp" variable in the example I gave you. Once the bonuses are applied, the "vamp" variable is no longer zero, so it doesn't try to re-apply the bonuses. Link to comment Share on other sites More sharing options...
Magic Muffin Posted April 25, 2011 Author Share Posted April 25, 2011 Would a "short DoOnce" fix the issue? Though it might cause a problem for character creation if one wished to change the birth sign around from the one first chosen Link to comment Share on other sites More sharing options...
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