Jump to content

Help with mod please


RDV

Recommended Posts

  RDV said:
Hi, I'm working on my next plugin, I have 1 problem and 1 question... I hope someone can help please...

 

First of all the question, is it possible to disable magic in a cell or area? if so how?? Will that disable scrolls & potions too, most importantly will I still be able to use a torch?

 

Now the problem, I can't seem to get traps I place to trigger... how do they work?

 

 

Any help is most appreciated.

Thanks.

Richard.

First... No. The only way to remove spell casting in an area is to use something which gives everyone in that are an ability which damages magicka and stunted magicka, then removes that ability once they get outside the area. While most of this can be done with a "getdistance", when it comes to things other than the player, which aren't knowable (like companions or spawned things) you can't use it. As far as potions and scrolls go, there is no way to prevent their use. You really can't even prevent their effects since a dispel being constantly cast would slow the game down a bit, and anything which would detect for individual effects (before casting dispel) would be rather script heavy, and wouldn't be unable to determine what effects were from potions and scrolls from enchantments and abilities. In short, no.

 

As for traps, they're scripted in the CS to work off parenting. You might want to look at how some of them are setup in world to get an idea of how to set your own up. I think it might be making the trap the parent of the trigger, but may have that backward. Naturally, if you're using your own trap meshes/scripting, you would need to make sure the scripting is setup properly first.

Link to comment
Share on other sites

Concerning the "Antimagic zone" idea, could one not accomplish it with a network of area spells, (Ironic, really) which would catch the unknowables as well? And, since spells that are immune to silence are usually more like racial abilities, couldn't it just be done with silence? (It would be easy enough, by scripting, to add and remove whatever effect it is without any visual/acoustic indicators). I suppose it would only be doable if it was a small cell, or you kept the 'caster' activator moving with the player, (Though, unless you moved it near the player's head, it would be blocked by counters and somesuch) so anything he comes into contact with (give it a large area) gets de-magified. With the aid of scripting from there, they can stay in that state until leaving the cell.

 

For the rest, while I also don't know any way to selectively remove item types from one's inventory, one could temporarily remove the enchantment of any equipped item, (It might be good to store a lot of variables so it could work for weapons and apparel at once) though such a thing is dangerous for anyone other than the player, and you'd need OBSE.

Link to comment
Share on other sites

  LoginToDownload said:
Concerning the "Antimagic zone" idea, could one not accomplish it with a network of area spells, (Ironic, really) which would catch the unknowables as well? And, since spells that are immune to silence are usually more like racial abilities, couldn't it just be done with silence? (It would be easy enough, by scripting, to add and remove whatever effect it is without any visual/acoustic indicators). I suppose it would only be doable if it was a small cell, or you kept the 'caster' activator moving with the player, (Though, unless you moved it near the player's head, it would be blocked by counters and somesuch) so anything he comes into contact with (give it a large area) gets de-magified. With the aid of scripting from there, they can stay in that state until leaving the cell.

 

For the rest, while I also don't know any way to selectively remove item types from one's inventory, one could temporarily remove the enchantment of any equipped item, (It might be good to store a lot of variables so it could work for weapons and apparel at once) though such a thing is dangerous for anyone other than the player, and you'd need OBSE.

The problem with anything casting repeated spells is that it tends to make the game slower in that area (still requires a specific target to cast the spell at, but has to be duration based, rather than ability based). Additionally, area effect spells like that tend to play havok with the havok engine, and may alltogether create an environment which is not what anyone would want to do anything in (see frostfire glade, or most of the temple dungeons in SI.) There are also spells which are immune to silence (along with most of the abilities creatures and NPCs use to fight) which would give those with them an advantage. Dropping magicka to 0 would usually be more effective. (since you'd still have to do it as I said so that the area isn't getting spammed by an activator).

 

Removing anything from the inventory in this situation would simply be a horrible idea. You can only remove inventory 2 ways: The first being by item ID, which doesn't work on anything made within the game, or added by mods, while requiring a hell of alot of scripting. The second being a removealltiems, placing those items in a chest to be reclaimed later... Which works fairly well if your intent is to have the player naked when they go through that area, useless otherwise. Unless OBSE added a "removealltype" option while I wasn't looking, there just isn't any good way to do this.

Link to comment
Share on other sites

Thank you for your replies.

 

I'm putting a script onto the door into the area that adds an ability for a silence spell as you enter the area and one on the door out of the area that removes the ability. This seemed to be the best bet, it's a very large area 3500 of the RFW tunnel pieces so area effect would be no good. There are no NPC's or creatures in there so it doesn't matter about effecting them.

I'll get around to the traps later.

Link to comment
Share on other sites

An invisible spell cast every five seconds, again, doesn't slow it down at all for me. As for the objects, I agreed that removing items wasn't viable. The enchanted stuff would be done with RemoveEnchantment, and saving the item in question and the returned enchantment (using GetEquippedObject) in 'ref' variables. Furthermore, scripted/illusion effects have no havok effect on objects they hit.

 

Though I do like the door idea, and really am just arguing for the sake of clarification. Please don't take it personally.

Link to comment
Share on other sites

Traps aren't too bad. They're under Activators. Basically, you just have to pair up a trap with the invisible box that actually does the activating. I haven't gotten into this alot. You'd be better off looking at traps already placed in Oblivion, and then modifying them, before really getting into your own traps and such.

 

Good luck.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...