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Ayleid Guardian Armor


ledzepiv

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The 1st page basically explains it already. You need to play the shader effects on them through a script either on an item they wear/have in their inventory or on a spell or sometimes ability even.

You can also make a script running on "them", as it's NPCs we're talking of here. Then you could call the playXYZ functions directly without a reference before them.

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I would expect that only Actor, NPC/Player/Creature, can raise the Equip events so I see nothing wrong with the code.

I think test for 'Not Creature' is a good idea.

https://drive.google.com/open?id=0B403f8VMg_3EVVB4NGs4TDdVekk

lzElvenStoneArmor01.esp has the scripted armor ready for you to do whatever such as chest only or vendor - maybe a quest?

lzElvenStoneArmorExample.esp has chest+vendor in 'A Fighting Chance' in the IC Market District. Buy the armor off Seyan, Rohsaan's twin sister (dyes her hair red).

I moved the armor to a new folder of...

Meshes/LedzepIV/FullPieceElvenArmor/*

...as a matter of practice.

The armor values, such as Weight, are additions of the Elven items. This gives a bit more health than the TG11 ones which I would expect for player - up to you what to set these.

 

Well, I read it, but still don't understand how. I 'm still a noob.

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If I got the scripts on the 1st page right, then a simple script like this put onto the NPC itself would already suffice:

short doOnce
 
Begin GameMode
    If 0 == doOnce
        PlayMagicShaderVisuals effectTG11stone
        set doOnce to 1
    EndIf
End

There's probably more efficient ways to go about it. But that should be a simple start.

 

...Not sure what game interactions (close, restart, reload etc.) might potentially require the shader visuals to be re-applied later though.

 

Take a look at the Vanilla game's ghost ability, "AbGhost"-something-something I think. They apply a shader effect and see-through alpha to the creature or NPC it's on in much the same way.

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If I got the scripts on the 1st page right, then a simple script like this put onto the NPC itself would already suffice:

 

short doOnce
 
Begin GameMode
    If 0 == doOnce
        PlayMagicShaderVisuals effectTG11stone
        set doOnce to 1
    EndIf
End
There's probably more efficient ways to go about it. But that should be a simple start.

 

...Not sure what game interactions (close, restart, reload etc.) might potentially require the shader visuals to be re-applied later though.

 

Take a look at the Vanilla game's ghost ability, "AbGhost"-something-something I think. They apply a shader effect and see-through alpha to the creature or NPC it's on in much the same way.

Thanx. I have used the AbGhost ability. It's different. Makes the NPCs look like ghosts, so you will need an enchanted weapon to hit them.

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If I got the scripts on the 1st page right, then a simple script like this put onto the NPC itself would already suffice:

short doOnce
 
Begin GameMode
    If 0 == doOnce
        PlayMagicShaderVisuals effectTG11stone
        set doOnce to 1
    EndIf
End
There's probably more efficient ways to go about it. But that should be a simple start.

 

...Not sure what game interactions (close, restart, reload etc.) might potentially require the shader visuals to be re-applied later though.

 

Take a look at the Vanilla game's ghost ability, "AbGhost"-something-something I think. They apply a shader effect and see-through alpha to the creature or NPC it's on in much the same way.

Thanx. I have used the AbGhost ability. It's different. Makes the NPCs look like ghosts, so you will need an enchanted weapon to hit them.

 

The shader effect doesn't make the NPC's immune to the normal weapons, you need to give them a magical ability besides the shader.

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If I got the scripts on the 1st page right, then a simple script like this put onto the NPC itself would already suffice:

 

short doOnce
 
Begin GameMode
    If 0 == doOnce
        PlayMagicShaderVisuals effectTG11stone
        set doOnce to 1
    EndIf
End
There's probably more efficient ways to go about it. But that should be a simple start.

 

...Not sure what game interactions (close, restart, reload etc.) might potentially require the shader visuals to be re-applied later though.

 

Take a look at the Vanilla game's ghost ability, "AbGhost"-something-something I think. They apply a shader effect and see-through alpha to the creature or NPC it's on in much the same way.

Thanx. I have used the AbGhost ability. It's different. Makes the NPCs look like ghosts, so you will need an enchanted weapon to hit them.

The shader effect doesn't make the NPC's immune to the normal weapons, you need to give them a magical ability besides the shader.

I am only interested in making NPCs with this certain shader.

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  • 2 weeks later...
  • 2 weeks later...

Could you show the script in whole perhaps? It reads like there's either structure missing or a simple upper-/lowercase typo.

Sorry for not answering all theae days. Apparently I had to add a name for the script. Thanx for the help though.

The character doesn't seem to look like the Ayleid Guardians, but I suppose it has to do with the brightness of the cells, its colours and the tribe of the NPC. I 'll keep looking into it.

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