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Conjuration, tried to add summon to clothing?


Acleacius

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Tried reading a few topics but didn't get anything definitive. Is there any info on adding a summon to armor or clothing? I'm not sure how it should work. I expected there to be a summon golden saint in my spell power list.Do spell powers bypass spell requirements, i.e. do I need to be conj 50 or 75 skill? I could have sworn there were already items in the game, with summons, maybe they were just low level. The only real setting was duration in the CS. I didn't set a power cost, since it was intended to be a special power.

 

Thanks for any help.

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Well, first off, neither custom summons nor custom conjured items (armor, clothing, weapons) can be created "per se". All these spells are using hardcoded spell effects, and the list of available spell effects in this game is hardcoded as well and can't be expanded "per se". So you cannot just make "any" item summonable per se by only the CS or the like in any way.

 

I'm using "per se", because while what I wrote is true, these things can very well still be achieved with scripting to create the same effect.

 

If I got you right, you want to make a new spell to summon certain clothing? This could be done rather easily like so:

 

Create a new spell, select the "scripted effect", and write a new "spell"-type script similar to this:

scn yourSpellScriptName
 
Begin ScriptEffectStart ;this will run once every time the spell is cast
    addItem yourConjuredClothingItem 1 ;adds 1 instance of your conjured clothing item to whoever the spell is running on
    equipItem yourConjuredClothingItem 1 ;force-equips the conjured clothing item on the spell target and makes it irremovable while run
End
 
Begin ScriptEffectFinish ;this will run once as soon as the spell runs out
    unequipItem yourConjuredClothingItem ;force unequips the conjured clothing item, the only way to get it off after it was equipped with the irremovable flag = 1
    removeItem yourConjuredClothingItem 1 ;removes the conjured item from your inventory again now that the summon duration has run out
End

CS Wiki pages for function references:

AddItem

EquipItem

UnequipItem

RemoveItem

 

Notes:

- "yourConjuredClothingItem" is the EditorID of the clothing item you want to summon.

- The functions used above when used in that environment as above will use the target the spell is affecting as the reference. Else the reference for them to run on would have to be specifically given by calling it like "myReference.AddItem ..." for example.

- These functions are Vanilla Oblivion Scripting functions now, so you won't have to use OBSE for it. If OBSE is no hindrance for you though, using the appropriate OBSE functions ("...NS", if you want to prevent message spam, "...2", if you want scripted enchantments/effects on the items to trigger, "...NS2", if you want both) as linked to inside the function references would be advisable, as the Vanilla game functions have certain drawbacks as described on the pages linked.

- It is generally not necessary to unequip the item before removing it, but better safe than sorry, if you read about the known crashes happening when removing irremovable items with RemoveAllItems and the like.

 

And yes, Powers do not have skill requirements, but according to the type of power they won't be available all day. There's unlimited use and there's only once per day.

 

Hope this helps.

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Thanks for the very detail and well written reply, DrakeTheDragon! :)

 

I couldn't find a way to add Kudos to you in the forum, (caffeine hasn't kicked in), so added one through the modding site. Sorry, if my post wasn't clear. The intention was to add Summon Golden Saint, to a armor chest piece. There are Summons available in the CS with apparel enchantment. I made an enchantment and added it to a piece of armor. I guessed it would work the same on clothing too, is why I mentioned it. I can see the enchantment on the armor, but there is no lesser power listed. I guess it's because of couple possible reasons. Either it can't be done, or my skill isn't high enough (the less power probably should still be listed) or I've done something wrong. The setup for the enchant was pretty easy, duration seemed to be the only real choice.

 

Hope this is clearer, thanks again for your help.

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Yes, thanks for your reply. I'm not sure what I should be getting. I guessed it would be a lesser power, once I added summon golden saint to my chest piece. If instead it should be constant when equipped that's ok too. Neither is true atm. So not sure if I'm being denied the golden saint because it's blocked in the oblivion.exe or because I did something wrong or for some reason it's skill based even though it's a lesser power (in my mind, this seems remote).

 

Thanks, not much sleep lately, so hope I'm making sense. :wink:

Edited by Acleacius
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Yes, you are, don't worry. I can relate to your sleep deprivation at times. I'm deprived of all my free time for like 6 years now due to my work, the occasional forum postings now and then notwithstanding.

If you don't make sense at times, we simply ask back until you do. That's how it's done here usually. We're not deciding to answer questions, if we're not also accepting having to spend some time on it.

 

That said, I personally don't recall any existing Vanilla enchantments being able to give you a spell while in effect or to spawn a creature/actor on their own. So if you have any special ones in mind, give me some names so I can look them up.

 

But with, in my eyes, rather simple scripting I could create any such effect, of course. From scripted enchantments on items giving you the spell/power once equipped and taking it away again when unequipped, to scripted conjuration of creatures/actors, or scripted spell casting in general, as soon as an item is equipped, all these things are possible through scripting them.

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Thanks for the reply. There might not be any items, it's been at least 3 years since I've played Oblivion and I don't recall.

 

All I know is, in the CS you can create Enchantments with Summon (creatures/beings) on Apparel, but not Weapons. I guessed it would work just like any other Enchantment, such as Resist or Fortify. As in when the item is was equipped. If your saying that's not the case, then I can proceed to adding a script, if that's what you think needs to be done. I have seen 'Cast When Used' system, but thought my enchantment needed to actually work, before adding a system to disable/enable it.

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