Manus812 Posted April 9, 2016 Share Posted April 9, 2016 I have been trying to create a custom spell mod but have run into a wall, but first let me explain the concept:I am trying to create a spell that, when cast, changes the grip of the current weapon. Ex - Steel Longsword & Shield, Cast Spell, Now Steel Longsword is used in 2 hands (no shield). So if you are familiar with Dark Souls' weapon system or the "Unlocked Grip" Skyrim mod, then you know what I am trying to make.I have estimated that I have to make 2 spells (1 for blade, 1 for blunt) But I don't know how to achieve this through scripting. What I do know is that I have to make a custom spell script, attach it to a spell(s) and have spells automatically added to inventory. I have also guessed that the way this will work is by having the spell change the weapon type (in Creation Set) from "BladeTwoHand" to "BladeOneHand" and Vice versa.Also some implementation of damage values. (2h in One Hand grip gets lower damage but get advantage of shields / 1h in Two Hand grip gets higher damage but no shield) Link to comment Share on other sites More sharing options...
kastano Posted April 9, 2016 Share Posted April 9, 2016 is this working? i mean if you change the weapon type (only)in cs -if it does ok the OBSE comands you need is getweapontype and set weapontype - but i think the weapon type information is stored in the nif file (mesh)so you need to check out the NifSE documentationhttp://www.nexusmods.com/oblivion/mods/21292/?there is a script in Unessesery violence mod - uvswitchgrid- that does that (i think)Anyway these things are way out of my knowledge - i hope i helped Link to comment Share on other sites More sharing options...
Manus812 Posted April 9, 2016 Author Share Posted April 9, 2016 Thanks, I'll try it. I guess I forgot to say when I meant "run into a wall" I mean that I don't have much scripting experience :sweat: So I had no idea how to start. And I did try out Unnecessary Violence III specifically for the grip change feature, but could never get it to work :P Because I could never get it to work, I decided to try and make a standalone mod using a spell than hotkeys. Link to comment Share on other sites More sharing options...
Manus812 Posted April 9, 2016 Author Share Posted April 9, 2016 Also I am very beginner on script structure (spaces and lines) so and help would be much appreciated :) Link to comment Share on other sites More sharing options...
Manus812 Posted April 10, 2016 Author Share Posted April 10, 2016 If anyone else can help, please feel free to comment. Your name will be added upon release. Link to comment Share on other sites More sharing options...
Manus812 Posted April 16, 2016 Author Share Posted April 16, 2016 Alright I tested out OBSE script commands and created the first Alpha script. It is as follows: Scn GripChangerBlade begin ScriptEffectStart ref weaponshort weapontypeset weapon to player.GetEquippedObject 16SetWeaponType 1 weapon end Tested with a 1H sword, when cast the Sword went into two hands, but the Model was still on the Character's hip. Damage and enchantment carried over, but not the mesh (weap/sheath) Also it successfully transitioned a 1H to a 2H grip, but could not get it back to 1H upon recasting the spell. Link to comment Share on other sites More sharing options...
Manus812 Posted April 16, 2016 Author Share Posted April 16, 2016 (edited) Alright I tested out the concept again utilizing 2 spells, One spell changes 1h to be gripped in 2hands. The other is opposite. It works, sort of. I hold a 1h sword(drawn-wont work if just equipped), cast spell, and the sword goes into the 2hand grip animation style. However all 1hand powerattacks still occur in 2hands. And if you have a shield equipped with a 1hand when casting, the shield will be used with the 2 hand weapon (Hold sword in t hands ans swing like 2hands, but can still block with shield) Holding a 2h claymore, cast spell, it is now in 1hand and can use a shield with it, however cannot use any powerattacks The use of 2 spells is clunky and very much still in alpha phase, If anyone wants to help me and test it out, I can upload an Alpha file for testing. Mod Uses OBSE EDIT: Also if Im using the same weapon as an NPC (eg SIlver Longsword) and switch grips, the NPC will do it too. Edited April 16, 2016 by Manus812 Link to comment Share on other sites More sharing options...
coffeemenow Posted April 16, 2016 Share Posted April 16, 2016 Holding a 2h claymore, cast spell, it is now in 1hand and can use a shield with it, however cannot use any powerattacks This wont help with scripting, but that is actually kinda realistic.You can wield a 2 handed weapon with one hand, but you can't be as successful as when you use 2. (of course we're talking about a game with talking lizards, magic, and Patrick Stewart - so realism is a silly consideration);) Link to comment Share on other sites More sharing options...
Manus812 Posted April 17, 2016 Author Share Posted April 17, 2016 Yeah I thought of that, when recast from this state You can hold the claymore back in 2hands but with the shield still there and can block with it. You can hold a claymore in 2hands with a shield still on one hand because you can grip the handle and grip of the sword. Here are some pictures showing some of the features. There is still lots of bugs, such as the model not showing if you cast the spell while not having it drawn. Link to comment Share on other sites More sharing options...
Manus812 Posted June 1, 2016 Author Share Posted June 1, 2016 (edited) Alright so I've finally set aside some time to develop this. Right now this is what I want the OBSE script to do:(This is for 1hand sword to 2hand sword grip) scn GripChangerBladeOne When ↓ (down arrow) is pressedAny shield that character might have equipped be unequipedAny 1hand blade the character has equipped will be transitioned to a 2hand grip So far this is the script I'm working with: Scn GripChangerBladeOne begin ??? if iskeypressed208returnelseset curkey to 0endif if iskeypressed2 208ref weaponshort weapontypeset weapon to player.GetEquippedObject 16SetWeaponType 1 weaponset curkey to 208endif the problem is that the above script doesn't work and need some external help to make it work as I desire. Edited June 1, 2016 by Manus812 Link to comment Share on other sites More sharing options...
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