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Needing Help with Scripting


SimpleGlitch

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i'm making an Ayleid race mod, so far i have made "new" textures for the body and face using parts of the tribal tattoos II by bazz (avalible here on tesnexus). i took them and edit out the parts of the tattoo that i didn't like and added parts i liked from other of the tattoo textures that came with the mod to get simillar to what i wanted. i also upped there stats (which are slightly overpowered but not to the point of cheating) and gave the more magic.

 

but i want to add a little more. what i want to do is add a script (ether to an abilty on the race or to all normal elven armor in the game) that will increase their strength, speed, and give them a resistence fire, shock, and frost by 50 when an Ayleid has full elven armor on

 

if any of this is unclear plz say so (unless it's a comment about why make an ayleid race, which i'll explain when i'm finised). if someone is willing to figure out what i need to do, plz (im practically begging here) send the script to me in a pm because i might not be able to get online long enough to find this forum.

 

thank you -S.G.

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If you need it to work for NPC ayleids as well as the player, you should attach a "Script Effect" ability. If you don't want it clogging up your active effects window/using a miniscule amount of processing power to run every ScriptEffectUpdate, you should make it a quest...

 

First off, the script:

 

scn AyleidArmorCheckerScript (or something)

Begin GameMode (Or Begin ScriptEffectUpdate if using an ability instead of a quest)
 if (player.GetEquipped ElvenBoots && player.GetEquipped ElvenCuirass && player.GetEquipped ElvenGreaves && player.GetEquipped ElvenGauntlets && player.GetEquipped ElvenHelmet && player.GetEquipped ElvenShield)

	 ;(If you're using a ability instead of a quest, don't put "player." before the GetEquippedLines, or before AddSpell/RemoveSpell)
	  player.AddSpell AyleidArmorBoost
	 ;(Give this spell all the stat-ups you want with zero duration, set the spell as an "ability" in the spell-editor, where it defaults to "spell".)
 else

	  player.RemoveSpell AyleidArmorBoost
 endif
end

 

If doing it by quest, set it to a quest script. If by ability, set it to a magic effect script. It should be a drop-box defaulted to "object".

 

Quest Method:

Create a new quest (under Character/Quests). Set it to Start Game Enabled, and give it the condition "GetIsRace AyleidWhateverYouNamedIt == 1"

Under "script", select your script. If it doesn't appear as an option, you didn't set it as a quest script. Go back and do so.

 

Ability Method:

Create a new spell: Make it an ability like AyleidArmorBoost, give a "script effect" ability (the above script. If it doesn't appear as an option, you didn't set it to a magic effect script. Go back and do so), and click and drag it from the object window to your race's "specials".

 

...At least, I think that will work. I'm sure someone will come along and correct me.

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I'm hesitant about adding scripts to generic armor. Especially considering this is a race mod and, thus, should probably be as unobtrusive as possible. It would also probably still require a quest to hold the "particular item equipped" variables, in which case it's just a waste aside from coming into effect a couple seconds faster. Finally, if this mod inserts other Ayleids, I don't see how it could work for more than one at once.
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Fair enough. It's worth noting, though, that not having it on the armor would probably cause custom-enchanted pieces to not be counted. Might be worth making a new set of armor, possibly only equippable for Ayleids. I kinda like the idea of an "Ayleid Lord's Armor" set with glowing-blue-crystal trim and insets.

 

Pretty sure using OnEquip, checking whether the other pieces are already equipped, and adding an ability if they are would work for multiple NPCs. Might not work if someone equips the armor in a cell the player isn't currently in, though, not sure on that one.

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i think i know what to do now, but if you guys have any more ideas keep posting them. and makeing a AYlied lords armor and replace the id with that in the script would probably be an good idea like you guys said, ill try it out :thanks:

 

p.s. i kind of thought that there wouldn't be a way to use costom encated armor with the script but sence it adds a effect anyway (for alyeids onlly) what would be the point of adding a enchatment to the armor itself.

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