Howie1123 Posted June 19, 2008 Share Posted June 19, 2008 I was slightly disappointed with the use of Welkynd stones in Oblivion, as their effect is almost useless (I've only used one in my whole "lifetime" of oblivion) otherwise they are really only good for decorations.But my major disappointment was that I could not do anything with Dark Welkynd stones besides get shot at by them. Can't even pick them up and place them somewhere else to shoot at you. I have not found anything which changes this, so I would be grateful if some awesome person/s would make a mod which enables use of Dark Welkynd Stones - And I don't just mean something like recharging health or applying temporary enchantments to weapons. I mean something epic, something worth questing for.A few ideas: 1. Could heavily involve Dark Magic (not necessarily Necromancy) in some way2. Could be able to craft them into special items, such as heavily magic-absorbent armor or weapon3. As a part of a bigger storyline, for evil-aligned players, there could be a "Great Dark Welkynd Stone" (instead of the glowing aura the Great Welkynd Stone in normal oblivion has, it could appear to be slowly 'sucking in' energies from around it, and when you get near it, your magicka begins to drain rapidly). You could add something evil-like, for example, a special spell which allows the player to infuse specific -maybe only grand-level, so its more balanced- souls to the stone which counts toward something like +1 health or magicka, OR maybe once you collect a certain amount of souls, you can use their energies to create/summon something from beyond.4. In addition to #3, it could add a secondary Great Welkynd Stone (non-dark) with different effects for the good players. This quest could be affected by the player's fame or infamy, or the player may choose for themselves. I would also like to see something *extra* done with Soul Gems. They soon become clutter when you have full Daedric, fully enchanted. Sorry if these ideas seem bad or hard to understand (or both ;) ), I'm tired, have an annoying headache and am recovering from a bad cold. I look forward to this, or something like it, being modded in the future. You can use or modify any of the ideas I have written above if you wish. :thanks: - Howie Link to comment Share on other sites More sharing options...
dra6o0n Posted June 19, 2008 Share Posted June 19, 2008 Hmm, do you think you can have a spell that the strength depends on the soul gems or welkynd for ammo? The only problem here is the scripting:- You'd have to prioritize the use with the welkynd stone first, then Grand soul gem 2nd, etc.- Maybe a custom spell for each 2-3 levels of the soul gems, and special welkynd spells?- Maybe using Varla or Varia Stone in a spell to fully recharge ALL of your equipments, so basically it won't just fully recharge one. Link to comment Share on other sites More sharing options...
Howie1123 Posted June 21, 2008 Author Share Posted June 21, 2008 That would make a good addition, although I wouldn't like it as the only feature in the mod. I would rather go on grand soul gems/black soul gems for ammo, as welkynd stones are really easy to get, and once you find them all theres almost no chance of getting more. Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 21, 2008 Share Posted June 21, 2008 The main thing is that they are meant to be traps, just like oblivion turrets. most of them aren't even in a location which is normally accessible. To make things worse, they're activators, not items, so any means of "picking one up" would be dependant on changing the scripting so that on activate, the reference is disabled (and the attack is stopped), and an item is added to your inventory. Although simple, kinda ruins the whole "just grab it with telekenesis" thing which you were probably going to mention. Additionally, the scripting on those activators is set to only cast at the player, since no other actor reference is easilly obtained, so having your own turret is kinda out. Other usage is really dependant on what you can script that inventory item to do. Link to comment Share on other sites More sharing options...
dra6o0n Posted June 21, 2008 Share Posted June 21, 2008 Hmm, maybe use them as a template to summon your own turret? They will cast at factions that either attacks the player, or attacks the most evil/wild factions that won't ever ally the player. Edit: I mean in a way like companion mod, when a player gets attacked (cueing the battle music), the companions automatically go and fight if they are set. also, can turrets be modified into stationary npcs? Instead of activators, you could make a stationary npc with a dark welkynd stones model and have them cast different spells at enemies in range. Midas magic mod has a summon catapult that works... So why not this. Link to comment Share on other sites More sharing options...
nosisab Posted June 21, 2008 Share Posted June 21, 2008 "materia" based spells already exists. Geomancy I think the mod's name and it's integrated with some other bigger one (overhaul? maybe OOO) I can't recall at the moment. I agree Welkind stones could be better used than just refill the magicka pool (although my characters are almost all heavy magicka users and doesn't shame using then alot). The Idea of using then to briefly enchant items (we could have red ones to enchant an weapon with fire...) for some time depending on player stats, item material and such, seems good to me. Yet this is not trivial to do but the newer OBSE functions able to identify, place and remove scripts from/into items can be useful for this kind of things. Link to comment Share on other sites More sharing options...
Howie1123 Posted June 21, 2008 Author Share Posted June 21, 2008 I didn't intend to have them as your own turrets, just to be able to pick them up (in your inventory) and use them for other things like what I mentioned.Although the NPC turret thing could be a good idea also.It could be just a Great Dark Welkynd Stone added, instead of changing normal ones, which could prove to be easier. Link to comment Share on other sites More sharing options...
GBHis Posted June 21, 2008 Share Posted June 21, 2008 Hmm. I'm do not entirely agree with you on this one... The main thing is that they are meant to be traps, just like oblivion turrets. most of them aren't even in a location which is normally accessible. To make things worse, they're activators, not items, so any means of "picking one up" would be dependant on changing the scripting so that on activate, the reference is disabled (and the attack is stopped), and an item is added to your inventory. Although simple, kinda ruins the whole "just grab it with telekenesis" thing which you were probably going to mention.You're right about having to modify the scripting. This can be an issue with other mods, but probably won't be much of an issue. Which mod would modify the dark welkynd stone activators, anyway?It would have to have something like this added:ref spawn float t short takenb Begin OnActivate player player.additem DarkWelkyndStoneAsItem 1 disable End Begin OnMagicEffectHit TELE if(GetDisabled == 0 && takenb != 1) ;hit by telekinesis-spell. We assume the only one crazy enough to cast telekinesis spells at random objects would be the player. ;-I haven't seen any non-scripted NPCs cast telekinesis at things, anyway. if(spawn) ;no need to spawn one if we already have it (in the gameworld) else set spawn to self.placeatme DarkWelkyndStoneAsItem 1 ;spawn an attrap/object which looks like the trap endif player.cast OurCustomTelekinesisEffect spawn ;cast a custom telekinesis-spell at the target (this will be slightly unbalanced as some players might have good (read: long range/long time) ; telekinesis-spells, while others might have bad/low-level spells. This could be explained in some quest as an effect of the magical nature of ; dark welkynd stones or whatever. disable ;remove this stone from view to prevent it from being hit again endif End Begin Gamemode if(takenb != 1) if(spawn) if(spawn.HasMagicEffect TELE != 1 && GetDisabled == 1) ;This is a flaw in the script. It takes more than a frame for the spell to hit it. You can get around this by using timers, but this is just a POC. moveto spawn spawn.disable enable set t to spawn.getpos x setpos x t set t to spawn.getpos y setpos y t set t to spawn.getpos z setpos z t endif endif endif End And the item-object would have a script along the lines of:scn DarkWelkyndAsItemScript ref trapr Begin OnActivate player if(trapr) trapr.disable set trapr.takenb to 1 activate else messagebox "something has severely screwed up" endif End Begin Gamemode if(GetDisabled == 0 && spawn.takenb == 1);recently dropped, we assume set trapr.takenb to 0 set trapr.spawn to getself disable trapr.enable endif End This script is almost certainly pretty buggy, but I'm sure it could be made to work. Additionally, the scripting on those activators is set to only cast at the player, since no other actor reference is easilly obtained, so having your own turret is kinda out.Area spells + ref vars + GetLOS? Link to comment Share on other sites More sharing options...
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