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About soulgem code...


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I'm trying to make a mod which implements the Black Star from Skyrim.
I know this has been tried many times before and none have yet succeeded, and, recently, I found why.
In the construction set, code relating to soul gems, and the unique code of black soul gems and Azura's star is entirely inaccessible, and, as people say, is "hard-coded" into the game.

However, I've heard of OBSE, and I'm not quite sure about what it can do, so I'd like to know:
Can OBSE access scripts and code which were previously inaccessible? Can it affect "hard-coded" things in the game?
If not, are there any way to access that code otherwise? Or is this entirely impossible, no matter what we do?

Before you say "go read the documentation", I have, and can't quite get an answer by myself, and the step which comes straight after "try find the answer yourself" is "ask someone who might know", so here I am.

Thanks!

Edited by Smoopadoop
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Firstly, Oblivion and OBSE have been compiled to Native Code.
Scripts, on the other hand, are Interpreted by OBSE and/or Oblivion - they read our text.

At run time, OBSE traps Oblivion instructions and resolves what, if anything, to add/change.

When Oblivion was written, the developers decided which data properties to 'expose' to things like the CS or ini files.
That is, esm and esp are databases.

Soul Gem has the Capacity/Soul exposed as fixed length lists that do not include 'Black' or 'Black Grand'.
As CS does not expose this, we would have to resolve 'npc trap' during combat.

 

I have a theory on a way to do this but I'm not sure when I'll be able to test it.

The fact that nobody has done this makes me quite skeptical of my theory.

I'll post as well as pm you once I have a better idea.

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The custom black soul gem has passed tests so far.

The thing is it could be opening up pandora's box.

If multiple mods use it then the last Soul Trap cast has to block any other mods by process of elimination.

That requires a naming convention and code that I have not added at this stage.

 

 

Edit: and a way to give precedence to mod-quest-specific soul trap.

Hmm, a can of worms or not?

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