firefable Posted June 30, 2008 Share Posted June 30, 2008 Hi, is there a tutorial that teaches you how to make spells for oblivion? Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 30, 2008 Share Posted June 30, 2008 Pretty straight forward, open up the spell listings in the object window, right click, select "add new" and define the spell you want to make. As for adding it to the game, that requires a bit more effort and usually some light scripting. You should probably go through the tutorials on the wiki, they can teach you alot of the basic stuff. Link to comment Share on other sites More sharing options...
firefable Posted June 30, 2008 Author Share Posted June 30, 2008 ok, thnx, can u post a link thou Link to comment Share on other sites More sharing options...
firefable Posted June 30, 2008 Author Share Posted June 30, 2008 Can some1 help me make a self-paralysis spell please. If there is already a mod that does this, can some1 refer me to it. Link to comment Share on other sites More sharing options...
jaysus Posted June 30, 2008 Share Posted June 30, 2008 do what vagrant said and then select "paralyze" in the effect roll out and set it on "self" rather than target or touch Link to comment Share on other sites More sharing options...
giskarduk Posted June 30, 2008 Share Posted June 30, 2008 One tip for you. If you make a spell mod, only make a spell mod, dont try and make that mod a general mages mod, just make it pure spells. This way your mod will work in combination with any mages guild mod out there. I made origin of mages guild and delibrately didnt add or edit spells to it so spell mods could be chosen by the player to compliment my own work. Its all about choice, the more choice you give the player, the better your mod will automatically become, even if your totally useless as fancy effects, meshes or artwork. Giskard Link to comment Share on other sites More sharing options...
firefable Posted July 1, 2008 Author Share Posted July 1, 2008 ok, thnx ill try that Link to comment Share on other sites More sharing options...
firefable Posted July 1, 2008 Author Share Posted July 1, 2008 ok, i made the spell, now how do i get it into the game? Link to comment Share on other sites More sharing options...
firefable Posted July 1, 2008 Author Share Posted July 1, 2008 actually, discard that for now, i made the spell and the script and stuff, but when i try to get it in the game, through player.addspell.... it says some stuff and doesn;t give me the spell, is there a way to change the id of the spell to a usable one? Link to comment Share on other sites More sharing options...
giskarduk Posted July 1, 2008 Share Posted July 1, 2008 actually, discard that for now, i made the spell and the script and stuff, but when i try to get it in the game, through player.addspell.... it says some stuff and doesn;t give me the spell, is there a way to change the id of the spell to a usable one? Heres a quick tutorial for you. Create an NPC merchant, give him your spell and a package to wander the editor location. The best way to do this is to choose an existing spell seller, change formid name and the character in game name and edit its equipement and face. Then go to AI, remove all the packages and add that wander package. The editor location is a tick box on the packages window somewhere, look for it near the lower right side in one of the tabs available. The NPC package you created will need the offer serves box ticked to sell stuff btw. Now find a spell in the editor, any spell, open it, change the formID and the name to something you want, save it. In both cases you will be asked to create a new form, just say yes, thats the correct way to edit existing stuff without breaking every other mod on the planet. Eg always make a new form of your own rather than edit an existing item. Now find your spell, remove its effects and stuff, set it up the way you want it to work, add it to the NPC you created and place that NPC in the world somewhere. Now load up your game and go and buy the spell off your character. Thats the easy part done, now comes the hard part if this bothers you at all. Play testing, never make a spell you have not play tested, take a few hours out of your busy life to use your own spell, see how it feels, how it works and tweak it as needed. This is most important and makes the difference between a spell mod and a good spell mod. You can improve your spells by 1000% doing this without unballancing the game. For example this system allowed me to create a necromancer way of life out of nothing because the Elder scrolls info on it is all mannimarco this, mannimarco there and ho heres a few bones with leather straps. Good luck. Giskard Link to comment Share on other sites More sharing options...
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