ihateregisteringeverywhere Posted July 28, 2008 Share Posted July 28, 2008 Maybe. It's all about the others ability to see trough your mindplay. Which's why I kind of planned my spells out to be canceled when he's hit. Link to comment Share on other sites More sharing options...
LoginToDownload Posted July 28, 2008 Share Posted July 28, 2008 But not being seen casting a spell on said person makes it much harder to see through their mindplay. It's not quite as if it requires players to train in Sneak and such to be effective, since Chameleon and Invisibility are Illusion. It seems to me Illusion always complemented Stealth characters quite well, and I'd like to keep that going with this mod. Link to comment Share on other sites More sharing options...
LoginToDownload Posted July 29, 2008 Share Posted July 29, 2008 Some delays occured due to spontaneous smiley art addiction, but two new Illusionist powers are finished (Well, Hypnosis is almost finished). Confusion, which disorients people who are already in combat into attacking nearby folks, and the aforementioned Hypnosis, which together give enough steps for the Illusionist to have seven. :happy: Weird Problem of the Day: ForceTakeCover doesn't work. At all. Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted July 29, 2008 Share Posted July 29, 2008 Maybe you have to spam it. Although you probably tried that. Link to comment Share on other sites More sharing options...
LoginToDownload Posted July 30, 2008 Share Posted July 30, 2008 Hypnosis is starting to look like it's more trouble than it's worth as well, (I'm considering just posting the script) but I thought of enough ideas that should be easy to script (but I base that off the assumption that the game will RUN FRICKIN' SCRIPTING COMMANDS :glare:, so you never know) for the Warmage, Duelist, and Guardian to manage the full 7 steps for all the classes. Assuming there aren't too many more unforseen problems and I can get at least some Illusionist abilities working, you can expect it to be released within two days. P.S. Activator-cast Demoralize spells do nothing. Link to comment Share on other sites More sharing options...
LoginToDownload Posted July 30, 2008 Share Posted July 30, 2008 I just descovered that two of my powers-Arcane Turret* and Trapmaking-simply fail to work when the player reloads. I also suspect there's absolutely nothing I can do about it, and that it's just the way Oblivion handles OnTrigger stuff after the objects themselves have been moved. This means I need ideas for 1 Warmage step and 1 Spy step. And, in all probability, 2 Illusionist steps. It also means that my previous release date is kaput. Sorry for the false alarm, folks... Let this be a lesson to any scripters reading; Leave TrigZones at their editor location. :P *It was a cool one, too. Summons a quickened, smaller magic-turret like those found in Oblivion, and the player could set it to cast any of their On Target spells. EDIT: Nevermind. Within five minutes of posting this, I found a way to cheat the system on this one. Assuming "cheating the system" means using contorted methods to make the system do what it was supposed to do in the first place. I should announce my failures on here more often. :sweat:Trapmaking and Arcane Turret are go, which means the release date stands. Now what can I do for Illusionists... Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted July 30, 2008 Share Posted July 30, 2008 You know, going with my initial phantasmal blades idea would be so much simpler :D. Link to comment Share on other sites More sharing options...
LoginToDownload Posted July 30, 2008 Share Posted July 30, 2008 Probably, but that's still only one step. :P I thought of another Illusionist spell, so maybe if I cut back on Hypnosis it will work better. Link to comment Share on other sites More sharing options...
tyreil829 Posted July 31, 2008 Share Posted July 31, 2008 well this mod is getting there nice work LTD Col John Sheppard Link to comment Share on other sites More sharing options...
LoginToDownload Posted July 31, 2008 Share Posted July 31, 2008 Random Fact: The CS has a maximum script size, and I actually exceeded it. I feel so proud. :PIt should be easy enough to work around, though. On track for a release in about fourteen hours. Does anyone know if you can still change/check variables on a stopped quest? Link to comment Share on other sites More sharing options...
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