kl1me Posted March 6, 2012 Share Posted March 6, 2012 Hello fellow modders, I'm working on a mod similar to the invisible illusion ritual books that involves: 1. Equipping a ring that gives the wearer the ability to see an invisible item. (same effect as Vision of the Tenth Eye for Master Illusion Ritual). - easy enough, I got the effect to work at least.2. Create an item or NPC (preferably) that is only visible while wearing the ring. What I need help with: 1. How do you make an invisible item? Such as the Illusion Ritual Books in the College. Can you apply that invisible effect to an actor?2. How do I make said item/actor visible when a magic effect is active such as the Vision Of the Tenth Eye effect? Link to comment Share on other sites More sharing options...
eltucu Posted March 6, 2012 Share Posted March 6, 2012 With items you could just enable them when the effect is on, disable them when its off. With actors... I found this http://www.creationkit.com/SetAlpha_-_Actor I dunno how visible is the "partially visible" that the notes mention... Link to comment Share on other sites More sharing options...
kl1me Posted March 6, 2012 Author Share Posted March 6, 2012 With items you could just enable them when the effect is on, disable them when its off. With actors... I found this http://www.creationkit.com/SetAlpha_-_Actor I dunno how visible is the "partially visible" that the notes mention... Thank you. I'm looking into what you mentioned. However, all of my CK experience revolved around actors thus far. If you have time can you elaborate on enabling/disabling an item? Link to comment Share on other sites More sharing options...
eltucu Posted March 6, 2012 Share Posted March 6, 2012 I guess that your spell uses a magic effect script. So, make a few ObjectReference properties in it, as many as you need. ObjectReference Property Objct1 autoObjectReference Property Objct2 autoObjectReference Property Objct3 auto For example. Then, once the spell is used (im not sure what kind of event you'd use with that, didnt checked spell scripts), you do the following. Objct1.Enable()Objct2.Enable()Objct3.Enable() Then when the spell wears off Objct1.Disable()Objct2.Disable()Objct3.Disable() Thats the script part, now you'd need to make all the objects you want to dissapear to be disabled by default, then you'd need to point the ObjectReference properties to the objects you want to make visible in the cell they're used. If you need more details, then i'd suggest you first look into scripting tutorials in the Creation Kit wiki first, those teach you about events, properties, how to attach scripts to things and that kind of stuff. Link to comment Share on other sites More sharing options...
Sunnie Posted March 6, 2012 Share Posted March 6, 2012 Or you could just use a single ObjectRef property and stick all of the stuff you want to enable on a single xmarker enable parent. Link to comment Share on other sites More sharing options...
eltucu Posted March 6, 2012 Share Posted March 6, 2012 Or you could just use a single ObjectRef property and stick all of the stuff you want to enable on a single xmarker enable parent.This, Enable Parents are awesome. Thats how house upgrades are made, linking every new object to the xmarker, so when you buy the upgrade, the xmarker gets enabled with all the linked new stuff with a single line of code (old stuff gets disabled in the same fashion). You make an xmarker in the cell you want, then go to the reference window of each object you want to make disappear (double click on the object), go to the Enable Parent tab, and select from the Reference Window, there you click on the xmarker. Now that object will share its enable/disable state with the xmarker, if the xmarker is enabled or disabled, so its children (but not the other way around). The "opposite of parent" flag does what it says, if the xmarker is enabled, the children that has that flag will be disabled. Just look around any player owned house cell for any example of that, you'll see a bunch of xmarkers lined up that represent each purchasable upgrade. Link to comment Share on other sites More sharing options...
kl1me Posted March 6, 2012 Author Share Posted March 6, 2012 Thank you. I'm using your guy's suggestions and looking at the MGRitual02EffectScript within MGRitual02Effect magic effect (Vision of the Tenth Eye) as a reference. I'm now confident I can figure this out. Even as a newbie to scripting. This will be good practice for the final idea for this mod. My mod idea is to have some sort of mischievous ghost NPC in a player home who is only visible while the ring is equipped. Thus you will only be able to see and talk to him when the ring is equipped.Perhaps I'll make him recruitable as a follower if you are in possession of his Soul Gem (obtainable with the ring). As a follower he would be visible (in a ghostly glow/fade) at all times until dismissed. In which he will turn invisible again and return home. Simple enough.. I enjoy creating npcs, and this sounded like an interesting idea especially for all the new player home mods. Off to work on this. Link to comment Share on other sites More sharing options...
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