Jump to content

A mod for spells


firefable

Recommended Posts

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

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

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

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

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...