DaveSpins Posted April 30, 2012 Share Posted April 30, 2012 Hello, you all will most likely be seeing a lot of me as I ask plenty of questions that you may or may not think that a baby from an E-Trade commercial could answer quite easily. Nonetheless, the world goes on. Anywho, here is my question: Has anyone figured out a possible script to remove ALL spells an actor has (in this case the player)? For this mod it is kind of essential to remove all spells, effects, diseases, and return the race to normal (if the player happens to be a Vampire or Werewolf). Really, the only thing left should be Shouts (as, according to lore and my mod, they are a part of a Dovahkin's soul, and therefore should remain even after death. The player's "soul" has been essentially captured by Sithis, and so as not to receive any interference from Daedric Princes such as Hircine has removed the part of the player's soul that is a Beast/Vampire/What-Have-You). Also, is there a way to get the player's quest items removed via scripting? I know there was some debate as to whether Bethesda thinks doing such a thing could break the quests, but the player's items are being transferred to a chest, easily achieved after being brought back to life (Unless, of course, they don't make it back in time. Then the real meat and potatoes of the mod begins. However, that portion is still in the thought process stage). Any takers? Link to comment Share on other sites More sharing options...
DaveSpins Posted May 1, 2012 Author Share Posted May 1, 2012 One last thing; How would I impliment the GetKnockedState syntax? Link to comment Share on other sites More sharing options...
DaveSpins Posted May 1, 2012 Author Share Posted May 1, 2012 =Bump= Link to comment Share on other sites More sharing options...
DaveSpins Posted May 3, 2012 Author Share Posted May 3, 2012 Helloooo :P Link to comment Share on other sites More sharing options...
DaveSpins Posted May 7, 2012 Author Share Posted May 7, 2012 I would enjoy even an "It cannot be done", just an answer of some sort! Please? :wallbash: Link to comment Share on other sites More sharing options...
FireFlickerFlak Posted May 7, 2012 Share Posted May 7, 2012 heh no idea why this is being ignored, seems like a simple enough question. Maybe these forums will be more active after Dawnguard comes out... Link to comment Share on other sites More sharing options...
fg109 Posted May 7, 2012 Share Posted May 7, 2012 It is possible to remove all vanilla abilites/diseases/spells and such from the player with a script.It is possible to remove all equipped spells from the player with a script.It is not possible to remove all non-vanilla abilities/diseases from the player with a script, even using SKSE.It is possible to remove the player's quest items via scripting.GetKnockedState is not part of the Papyrus scripting language. Link to comment Share on other sites More sharing options...
steve40 Posted May 8, 2012 Share Posted May 8, 2012 One last thing; How would I impliment the GetKnockedState syntax? This is the closest function I could find.Also look at this. Checking if the actor is staggered or knocked down, I'm not sure if you can do that through papyrus. There are flags for this in CK which you can use mainly in Condition statements applied to spells/abilities/etc and to scripts on some forms. Link to comment Share on other sites More sharing options...
steve40 Posted May 8, 2012 Share Posted May 8, 2012 Hello, you all will most likely be seeing a lot of me as I ask plenty of questions that you may or may not think that a baby from an E-Trade commercial could answer quite easily. Nonetheless, the world goes on. Anywho, here is my question: Has anyone figured out a possible script to remove ALL spells an actor has (in this case the player)? For this mod it is kind of essential to remove all spells, effects, diseases, and return the race to normal (if the player happens to be a Vampire or Werewolf). Really, the only thing left should be Shouts (as, according to lore and my mod, they are a part of a Dovahkin's soul, and therefore should remain even after death. The player's "soul" has been essentially captured by Sithis, and so as not to receive any interference from Daedric Princes such as Hircine has removed the part of the player's soul that is a Beast/Vampire/What-Have-You). Also, is there a way to get the player's quest items removed via scripting? I know there was some debate as to whether Bethesda thinks doing such a thing could break the quests, but the player's items are being transferred to a chest, easily achieved after being brought back to life (Unless, of course, they don't make it back in time. Then the real meat and potatoes of the mod begins. However, that portion is still in the thought process stage). Any takers? The quest items may carry scripts. Removing the item could trigger certain Event blocks in the script, as could moving it back. If execution of that block were to change a variable essential for the quest to work properly, for example, the quest could break, yes. When the player is sent to jail, are his quest items removed along with all his other belongings? No. Link to comment Share on other sites More sharing options...
DaveSpins Posted May 8, 2012 Author Share Posted May 8, 2012 It is possible to remove all vanilla abilites/diseases/spells and such from the player with a script.It is possible to remove all equipped spells from the player with a script.It is not possible to remove all non-vanilla abilities/diseases from the player with a script, even using SKSE.It is possible to remove the player's quest items via scripting.GetKnockedState is not part of the Papyrus scripting language. Okay, well at least it's renewed my vigor in finding out how to remove all the spells and diseases without listing EVERY single one. And thankyou for saving me from countless more hours researching GetKnockedState :thumbsup: This is the closest function I could find.Also look at this. Checking if the actor is staggered or knocked down, I'm not sure if you can do that through papyrus. There are flags for this in CK which you can use mainly in Condition statements applied to spells/abilities/etc and to scripts on some forms. Thank you very much for this! I think I have an idea as to where to go now! :laugh: The quest items may carry scripts. Removing the item could trigger certain Event blocks in the script, as could moving it back. If execution of that block were to change a variable essential for the quest to work properly, for example, the quest could break, yes. When the player is sent to jail, are his quest items removed along with all his other belongings? No. Well, thank you for that enlightening explanation! To test it, I purposefully went to jail in every hold a few times and you ended up being completely right. Oh well, I guess I'll just have to work that into the lore somehow... Thanks again! :confused: Link to comment Share on other sites More sharing options...
Recommended Posts