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Yet another Vampire Mod


WiseMan999

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My first thought (and general standard response) is to add a marker that signifies that something is food if there isn't one already and then whenever a vampire consumes/uses something it checks whether or not the thing being used is food and if it is cancels the effect (endif) or runs whatever script effect you want. I'm not very experienced with scripting though so I would ask MofoMojo (unless you were anyway?). I have set this mod to myself as a challenge. Problems I could see though are that you would have to change every food in the game and presumably stuff added by other mods wouldn't have the marker and so would still work. Also changing every food would make the mod conflict with loads other mods that people are sure to run. I'm not sure.

 

So, my biggest concern on modding vampirism into the game is that I don't alter ANY original behaviors/items built into the game. I want my mod to be 100% compatible with the vanilla and any other potential mods out there. In fact, I have thoughts on actually allowing vampirism to exist in it's current form and construct a whole new script system for my implementation.

 

Long story short, I look for ways to achieve the affect I want without modifying the in game items in case some other mod comes in and overwrites the item with an update. So I REALLY like the PERK system.

 

Look into creating a perk that modifies the incoming magnitude of effects (food is considered a potion BTW) and simply sets the magnitude to 0 if the item Haskeyword VendorItemFood. That should negate any benefits to eating. Since I plan to do the same thing, if I get it to work, I'll write the details up for you.

 

-MM

 

Edit: That was quick...got it working. Reply forthcoming.

Edited by MofoMojo
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Ok, here's how to keep FOOD from having any effect, at least health wise, to your character without actually having to script or change food items in any way. Create a new Perk in SkyEdit, Name it what you will but here are the settings you should use:

 

Unknown 1: 1
Unknown 2: 1
Unknown 3: 0

 

Now add a condition under the Perk Sections frame, using the Add button, not the Conditions button directly under the Unkown settings as that controls when a perk can be picked up from the perk tree. Here are the settings for your condition:

 

Type: Complex
Index: 0
Effect type: Incoming Spell Dmg
Apply Type: =float
Unknown Type: 2
Value: 0

 

Finally, click on the conditions: 0 button directly below Actor Value and Add a new condition. These are the condition settings you should use:

 

Function: HasKeyword
Param1: VendorItemFood
Param2: 0x00000000
Operator: ==
Value 1
PRKC: 1

 

Save out your perk in your mod, load up the game, use HELP <perkname> 4 to find it in the console, and then use PLAYER.ADDPERK <PERKID> to add it to your character.

 

Now eat some apples! Profit!

 

Anyway, I hope I helped you out there to some extent and good luck with the mod!

 

-MM

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