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Custom spells and original uses


threore2

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Ever since I started Oblivion I liked to make my own custom spells in CS. These are the ideas I made so far:

 

a spell with script effect, which doesnt do anything - this spell pushes small things away

a spell that script effects a skeleton that resurrects and multiplies itself on death - try it in the Market district, major lag!

a simple frenzy spell, but cast on the mages in the AU - huge mages fight

a spell that places a tree in front of you - protection against incoming spells

a spell that adds a paralyze ability to target - Dive Rock!! :thumbsup:

a command creature spell - used on the horses at the stables near the cities.

I've also cast an instant kill spell on the dark elf in prison, but he kept talking!

 

These are my ideas up to now, anyone got other ideas?

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Doesn't resurrecting a creature disable their AI? :unsure:

Don't think so, atleast I don't recall noticing it.

 

Anyway, don't really understand what you want us to do here. Pretty much anything that can be done through scripting can be caused or emulated through spells. I've made many scripted and custom spells, but most of them were either to test out an aspect of a mod, or to help with debugging.

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Doesn't resurrecting a creature disable their AI? :unsure:

 

It does. Sort of.

When specific Characters die, they are "disabled" so they wont have their specific Schedule anymore. When Baurus dies, Jauffre will say his Sentence abou him, about fighting for things he believed in, even if the resurrectet Baurus is standing right behind him. When Baurus dies while fighting with you in the Sewers, where you get the fourth Book of the Mysterium Xarxes Comments, he wont have his normal Schedule, where he stands beside Martin all day. Instead, he'll be standing around forever...

 

When the Countess of Bravil dies on her Trip to chorrol, which may happen after you have done the Sanguine quest, and you resurrect here, she will have no schedule. My Countess ist standing around near Vindasel, where she was probably killed by a Frost Atronach.

 

You could target them in the console and type "enable", less the Quotes of course, and the NPC will get his "before he's dead" Schedule back again.

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AI is disabled after dying, but the aggression of skeletons remains. So they keep attacking. The only problem I found is with spells that add an ability to the target (like constant paralysis). All the skeletons, also new summons, get the ability. :wallbash:
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