Videniofthesith Posted December 13, 2011 Share Posted December 13, 2011 First off I would like to thank everyone who responds to this and anyone who can point me in the right direction or help me with this goal. I have had a mod (on paper) in the works for almost a month (slightly more) now and very confident I can pull it off, but not to the desired effect I would wish it. The script I need is fairly simple, but I have no idea how to start it other then telling it ( if getstage ??? >= 10 ) or something to that extent. So I will say (without saying to much to ruin the mod) what I wish. When a necklace is given to the mod's created follower, the follower gains the topic and ability to transform into a creature from then on, and upon speaking with the creature is also given a new topic to change back into the human follower. Now I suppose, at least from my modding exp of Oblivion that the NPC will have to be complete different from the creature and placed in the space or different (dont think it matters) and upon selecting the topic the npc/creature will be moved to the created worldspace while the creature/npc will be transported (actorID moveto.player) or something like that) to the Player. But the part that I am going to have trouble with I see already is giving the effect of something happening to each summon (change) and each time the command is selected the said creature/npc be in the same place as it's counterpart. Now with that said, I have other scripting issues, but none I can't figure out (scream my way through) myself. With some tutorials help of course. Anyone who can help me get this working, I would thank and credit in the readme and on my mod's page. But I would ask that if your interested in helping me for real, (sending and asking questions) please contact me in a message so that the "Spoilers" are cut down for others just passing through. Thank you all SO MUCH for even opening this topic and thank you all in advance for all your help.Videni Link to comment Share on other sites More sharing options...
PaladinRider Posted December 13, 2011 Share Posted December 13, 2011 If I understand correctly: You could have Bob the NPC and Bear the creature that bob turns into. These are separate NPCs as you said. There will be a command something like If Bob.GetItemCount NecklaceofTransform >= 1 Bob.disable Bear.placeatme ; There's probably a more ideal function for this. Bob.RemoveItemCount NecklaceofTransform 1 ;this will stop making a bunch of copys of "Bear" endif Alternatively, you can create an interior dummy cell that has both Bear and Bob in it. Instead of disabling bear and bob, just simply use MoveTo to send them back to the dummy cell. Doesn't need to be int he same worldspace. FWIW I don't think ActorID.moveto Player will work but I haven't tested it. If it does work, you'll want to MoveTo Bear/Bob not the player (they'll spawn on top of you). As well, to turn Bear back into Bob you'll need a similar script. It'll be an OnActivate block on Bear if Player.IsSneaking == 1 ;player activates Bear while sneaking Bob.MoveTo Bear Bear.MoveTo DummyCell Player.AddItemCount NecklaceofTransform 1 endif Link to comment Share on other sites More sharing options...
Videniofthesith Posted December 13, 2011 Author Share Posted December 13, 2011 (edited) Thanks for the advice, but I was hoping to do it a bit different. For example, when the amulet is given to bob it would "awaken" his true power and simply give up a new topic when selecting him that would be like "I need you to use your true power" if bob.getitemcount necklaceoftransform is >= 1 bob.addtopic FTPTruePower ; and from then on bob would have that option has a topic anytime he was following you. As far as his Bear form, it would act the same as a Dog follower, with the same commands Wait/Go home (I think this would be a simple coversion from just looking at how the dog followers are made and changing the correct things) but perhaps I am seriously mistaken, I also had the idea to edit a dog follower and change the nedded things or something of that nature. or perhaps if the "Addtopic" doesn't work, perhaps have two version of Bob. Lets say the one before he gets the necklace and one when he does. So perhaps something like this if bob.getitemcount necklaceoftransform is >= 1 bob.disable bob1.MovetoPlayer Endif End And the second Bob, would be the one that had the topic to transform into his creature self. Think that would work? But also, I would like to add some "effects to the transformation" as in when they appear/vanish have some kind of magical sparkle or something. Any idea how to do that?I attempted as such for a summon creature in Oblivion but could never get it to work right. Thanks for your help my new best friend! Videni Edited December 13, 2011 by Videniofthesith Link to comment Share on other sites More sharing options...
PaladinRider Posted December 13, 2011 Share Posted December 13, 2011 (edited) Well traditionally, using the GECK this is how I would do it, keep in mind that the CK will probably be a little different. You'd need a quest - it doesn't have to be visible. Make it start game enabled. Add a topic. Topic: "I need you to use your special power"Conditions: GetIsID Bob ==1, GetItemCount Amulet == 1 The topic will only appear if he has the amulet. In the Result Script box you can probably do everything I posted above. EDIT: To be honest I wouldn't start worrying about scripting yet. So far its just good practice but there are rumors that the scripting is going to be radically different this time around. Object Oriented and Java based! :thumbsup: Edited December 13, 2011 by PaladinRider Link to comment Share on other sites More sharing options...
Videniofthesith Posted December 13, 2011 Author Share Posted December 13, 2011 I figured as much, about it being different that is. But I understand, I figured that since I was planning out my mod with questlines, Npcs, and all that stuff I might as well go ahead and dive into the stuff I didn't quite yet know so I would have a fairly good idea on how to get it setup come next month. As far it running java script, that is both cool and a bit horrofic, since I know next to knowing about java script. But regardless, I thank you for all your information. Link to comment Share on other sites More sharing options...
PaladinRider Posted December 13, 2011 Share Posted December 13, 2011 Javascript is not the same as Java... I guess it may have similarities - I haven't used javascript a whole lot. Link to comment Share on other sites More sharing options...
Videniofthesith Posted December 13, 2011 Author Share Posted December 13, 2011 well that is a comfort to some degree atleast. But regardless, I hope that they made this scripting a bit less complicated, because besides finding a location for these 9 houses/buildings I have to place to even start the mod, getting that script worked out was my biggest fear. That and having the NPCs use these new "job" animations, it seemed like it was simple to get your NPCs in Oblivion to go do something, but it took countless hours to get even a simple go through, then wait, then when new quest starts go and there and stay there from then on action to work at all. So, lets hope they have fixed that issue as well. Link to comment Share on other sites More sharing options...
sagittarius22 Posted December 13, 2011 Share Posted December 13, 2011 There should be a new command script that would turn anyone in a creature; for player it's setplayerrace and you can use it to turn yourself in any creature or race, for example: setplayerrace dragonraceto play as a dragon. Link to comment Share on other sites More sharing options...
Videniofthesith Posted December 14, 2011 Author Share Posted December 14, 2011 There should be a new command script that would turn anyone in a creature; for player it's setplayerrace and you can use it to turn yourself in any creature or race, for example: setplayerrace dragonraceto play as a dragon. I think that would break the game. Link to comment Share on other sites More sharing options...
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