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Posted

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 ability

Attributes 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 targetMagicka

ref casterRef

 

Begin ScriptEffectStart

 

If ( player.IsSpellTarget KTVampireHuntersSight == 0 )

player.addSpell KTVampireHuntersSight

else

set casterRef to Player.PlaceAtMe KTMagickaReplenisher 1, 0, 1

casterRef.MoveTo Player 0, 0, 128

casterRef.Cast KTVH5Magicka Player

casterRef.disable

RemoveSpell KTVampireHuntersSight

endif

 

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 5

else

player.ModAV strength -5

player.ModAV willpower -5

player.ModAV speed -5

endif

 

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)

Posted

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?

Posted
  On 4/24/2011 at 5:03 PM, fg109 said:

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.

Posted (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.

 

 

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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 by fg109
Posted (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 by Magic Muffin
Posted

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).

Posted (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

 

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Base Abilities

 

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Vanilla Oblivion Vampire 25% Stats

 

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Vanilla Oblivion Vampire 25% Abilities

 

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Vanilla Oblivion Vampire 100% Stats

 

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Vanilla Oblivion Vampire 100% Abilities

 

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Scripted Vampire 25% Stats

 

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Scripted Vampire 25% Abilities

 

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Scripted Vampire 75% Stats

 

 

Scripted Vampire 100% Stats

 

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Scripted Vampire 100% Abilities

 

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I could also potentially see this being used to script the attribute bonuses gained from Birth Signs

Edited by Magic Muffin
Posted
  On 4/24/2011 at 11:47 PM, Magic Muffin said:

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:

 

 

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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).

Posted
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.
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