ShadowicTutor Posted August 16, 2007 Share Posted August 16, 2007 I believe that when you get your companion he / she shouldn't be just put down with only a set number of spells I belive there should be a way that you can buy them new abilities and spells I haven't put much thought into how it should be coded yet but if anyone could elaborate perhaps this mod could get underway ^^ Link to comment Share on other sites More sharing options...
tsolless Posted August 16, 2007 Share Posted August 16, 2007 I believe that when you get your companion he / she shouldn't be just put down with only a set number of spells I belive there should be a way that you can buy them new abilities and spells I haven't put much thought into how it should be coded yet but if anyone could elaborate perhaps this mod could get underway ^^ My companion always kills me with their damn spells... I think it might be possible if you set up a NPC for them that is scripted to add to their skills. Link to comment Share on other sites More sharing options...
ShadowicTutor Posted August 16, 2007 Author Share Posted August 16, 2007 I believe that when you get your companion he / she shouldn't be just put down with only a set number of spells I belive there should be a way that you can buy them new abilities and spells I haven't put much thought into how it should be coded yet but if anyone could elaborate perhaps this mod could get underway ^^ My companion always kills me with their damn spells... I think it might be possible if you set up a NPC for them that is scripted to add to their skills. yeah that same thing happens to me -.- stupid Rhianna....lol every time a lighting bolt or frost thing right in my back! Cant bring em into a fight if the guards are in it either they always end up killing the guards lol imagine the hardship with some of the main quest -.- there good for solitary dungeons and since I got about 5 companions now due to some mods it is starttting to get a bit out of hand when I bring em all ^^;; They are starting to attack each other very funny I may add ^^ But yeah the main point about those spells im not sure how it would work perhaps if someone were to simply make it so when you buy spells maybe it could pop up and ask if you want to buy it for you or your companion im not sure how the mod system works in Oblivion yet im familiar with CSS and ordinary things but I just wish I could translate what I say into the code language -.- Oh and thanks for replying! Bout time someeeeone did. Link to comment Share on other sites More sharing options...
Clipz Posted August 16, 2007 Share Posted August 16, 2007 Im fairly sure its possible. But what I need to know is if you can somehow use the referance ID like this: aaaCompanion.addspell 00000000 if so, Yes its possible, If not its only possible by using a spell, or giving/selling them an item. Link to comment Share on other sites More sharing options...
Vagrant0 Posted August 16, 2007 Share Posted August 16, 2007 Im fairly sure its possible. But what I need to know is if you can somehow use the referance ID like this: aaaCompanion.addspell 00000000 if so, Yes its possible, If not its only possible by using a spell, or giving/selling them an item.Yeah, you could use console to add a spell to them, but as you said, you would need to know the ID for that spell, and due to this, you would be limited to only the standard spells. There is another downside here, since it would be on a companion, and not yourself, if you made a mistake, it may not be obvious until its too late, and removing that spell would require knowing the ID again. Naturally, any spells that were added would still be limited in usage by the skill of the NPC and their Magicka, meaning that they may end up not even using them. A better alternative would be to script a ring or something that when worn adds spells to that NPC based on skill. And when removed, removes those spells from the NPC. This way, you could set it all up in the CS how you want, and have the option of adding custom spells. abilities, or other stuff. Since it would be a ring that you would just have to somehow get on the NPC, such a mod could work with any companion without ever having to edit that companion. If needed, you could still probably add special scripting so that certain companions get certain spells (based off race, gender, class (if standard)). Writing such a script wouldn't be too complicated, the hard part is really figuring out what spells you want added under what conditions and making it so that any spell additions are done as a single pass of the onequip block. Link to comment Share on other sites More sharing options...
Clipz Posted August 16, 2007 Share Posted August 16, 2007 A better alternative would be to script a ring or something that when worn adds spells to that NPC based on skill. That was the idea I had. But in order to give them the ring they have to be able to buy/sell or use something like the Midas Sharing spell. But what I meant by the referance ID wasn't using the console. I was thinking about looking up the scripting for buying spells from vendors and making it so you both get the spell, though like you said it's limited to standard spells from vendors. The ring idea as you described is possible if you have a way to give them the ring. But you could also make it so that when you wear the ring they have the specific spells - hindering you of a ring slot of course. I'm not really sure of a reasonable way to do it yet.. I've been thinking about for the 15 minutes its been since I read it >.> Link to comment Share on other sites More sharing options...
Abramul Posted August 16, 2007 Share Posted August 16, 2007 Perhaps you could have a scripted spell that, when cast on an NPC, adds the corresponding spell to them, and removes the teaching spell from the player. This would allow you to have it set up as a standard spell merchant. Might be simpler to have scrolls that do the same thing, since they are automatically destroyed upon use. Link to comment Share on other sites More sharing options...
Clipz Posted August 16, 2007 Share Posted August 16, 2007 Yes that would work. My only beef with the scrolls is the possibility of you missing your companion @.@. But like you suggested, a spell will work just as well. So then... I'll try to work on this mod for you. I'll let you know when I finish it, IF I finish it. The NPC will have to be named somehting simple like "Companion Trainer" because I don't know how to make my own dialogue topics which would tell you that he sells companion spells. Link to comment Share on other sites More sharing options...
Vagrant0 Posted August 16, 2007 Share Posted August 16, 2007 I was thinking about looking up the scripting for buying spells from vendors and making it so you both get the spell, though like you said it's limited to standard spells from vendors.Can save you some time... There isn't any scripting, it's all hard coded. There's nothing to detect what spells are bought from a merchant. While abramul's idea is another alternative, having an add/remove spell ability would further clutter people's spell lists, and scrolls while would solve that problem, would create slower inventory loading due to additional items that people would want to carry around. Also not too sure how well scripting effects work from scrolls, since scrolls aren't something people typically use. Link to comment Share on other sites More sharing options...
Clipz Posted August 16, 2007 Share Posted August 16, 2007 Can save you some time... There isn't any scripting, it's all hard coded. There's nothing to detect what spells are bought from a merchant. While abramul's idea is another alternative, having an add/remove spell ability would further clutter people's spell lists, and scrolls while would solve that problem, would create slower inventory loading due to additional items that people would want to carry around. Also not too sure how well scripting effects work from scrolls, since scrolls aren't something people typically use. Thanks for the information on the scripts. I think the scroll's work just like spells but can only be cast once (I'm not sure). And I'm confused on your add/remove thing. Did you mean a spell to remove the spell from the NPC? Link to comment Share on other sites More sharing options...
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