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[LE] Vampire Lord variations


Schaken06

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So I just came across a post, I am curious if anyone has completed this task. I am trying to make a custom vampire Lord that is specific to a race. For example the argonians being part dragon according to their back story, I would like to make the vampirelord be more dragon like. So what I tried was at the bottom of (dlc1playervampirelordscript?) script, I made an if / else / ifend at the bottom where it says to change into dlc1vampirelordrace. I put a key word "argonian" on the argonian and made the script do a check race for keyword "argonian" then setrace "argonian vampirelord" (which I'll add I made a fully operational argonian vampirelord) but now I need to make the scripting realize if it's the argonian, and do the change. Do you have any suggestions to make this work? The idea is to have some variation in vampire Lord's instead of them all looking exactly the same. I also opened dawnguard in SSEdit and clicked on the vampire Lord race, seen there was 100 strings attached and just curious to which one exactly would change it, I started to change the commands to change to the atgonian vampirelord race and no matter what I'm failing at this task.
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Well, that's kinda the problem, I don't know. I can make an alternative vampire Lord easily, fully functional. But I would like to make variations. In the script DLC1playervampire it goes to show which vampire race goes to which regular race, example: Nord = Nord vampire ; ect, but I'm trying to figure out what I need to do to make it go from: nordvampire = nordvampirelord ; I was playing with the scripts and just changed it to where it would load the new vampirelord race instead and it's like it ignored my change. So I opened creation kit and went into the quest and everywhere I looked and found the vampirelordbeast race, I changed it to my custom race, just altering things to see what does what, and for the life of me, I can't find what exactly calls for the change race. I was wanting to do some script work to where i could make key words for every race, and make it check for that race and according to the keyword would make it go to it's respective variant vampirelord. It was the DLC1vampireplayer script I think, it was at the last section, it calls for the race by name. I set it up something like

 

If

GetKeyword(argonian == true)

Player.setrace(argonianlordrace)

Else

Player.setrace(dlc1vampirelordbeastrace)

Endif

 

That's not exact, I'm at work right now, but no matter what I put there, it just ignored it. Maybe I'm going about this in the wrong area?

 

I even thought of when you become a regular vampire, instead of loading the vampire Lord spell, make it detect your race, and load a different vampire Lord spell according to the race. I haven't played with the idea much yet but after hacking at my first idea with so much failure, I am losing faith. Gotta admit, it's a great idea and really adds to the game. I hate that every vampire Lord looks exactly the same. They spent so much time scripting they lacked on mesh and textures.

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If you would like, when I get home I could send a mega link to the files I changes and what I done so far. If your interested, check out the "dolls se" mod on Skyrim SE. You will see the vampire Lord race I made for the kid race, it looks really good and immersive I think. But i would like to make a separate mod that works for all default races as well without replacing the default vampire beast.
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Unfortunately I haven't Dawnguard downloaded on this pc, so I can't look into those scripts :(

 

But a thing to consider: Scripts that have already been loaded in the game once (which a vanilla script like the vampire script is, as soon as you've become a vampire I suppose) are often baked into saved games. So if you edit an existing script and load that same saved game, the game will still remember the old instance of the script and run that instead of the updated version. That's why it is recommended to test mods from clean saves, or even from entirely new games, as some modders insist.

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Second what wormple said. Baked scripts can be annoying when modding. I'm still hoping to one day find the formula to correctly update scripts like some mods seem to do.

I only recently learned to do a bit of scripting, and messed with transformation functions too.

 

Anyway. Probably redundant, but before adding the fragment yourself, you should locate the exact line that changes playerrace to dlc1vampirebeastrace, and add your change there.

If you say you "think" is the last section. Then you're not sure. Where, Exactly. You must know this or you wont be able to redirect the spell to your race.

Also dont forget you need to investigate the return way. Reversion spell is universal or it also has racial requirements? If it detects you're not the vanilla vampire lord race it might get confused. Or not... Depending on how it's written.

 

Also I'm using Better Vampires and noticed yersterday the scripts are completely changed so I dont really know where the right parts for vanilla are either.

Edited by Myst42
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ok so i founf another part in that same script - dlc1playervampirequest - and i bet this is where im falling on my face. its another function but i think i know what to do. care to check my work?

 

-----------------------------Original--------------------------

 

Function NPCTransformIntoVampireLord(actor ActorToTurn, bool RoyalOutfit = False, bool HarkonForceGreet = False)

; Debug.Trace(self + "NPCTransformIntoVampireLord()")

 

;ActorToTurn.SetRace(DLC1VampireBeastRace)

DLC1VampireChangeFX.Cast(ActorToTurn, ActorToTurn) ;this sets the race

 

if RoyalOutfit

ActorToTurn.EquipItem(DLC1ClothesVampireLordRoyalArmor, abPreventRemoval = true)

ActorToTurn.EquipItem(DLC1VampireLordCape, abPreventRemoval = true)

endif

 

if HarkonForceGreet

;Game.DisablePlayerControls() ;enabled in HarkonChangedRace

 

endif

 

EndFunction

-----------------------------Edited--------------------------

 

Function NPCTransformIntoVampireLord(actor ActorToTurn, bool RoyalOutfit = False, bool HarkonForceGreet = False)

; Debug.Trace(self + "NPCTransformIntoVampireLord()")

 

;if ActorToTurn == ArgonianRace

ActorToTurn.SetRace(ArgonianVampireLord)

 

elseif ActorToTurn == BretonRace

ActorToTurn.SetRace(BretonRaceVampireLord)

 

elseif ActorToTurn == DarkElfRace

ActorToTurn.SetRace(DarkElfRaceVampireLord)

else

ActorToTurn.SetRace(DLC1VampireBeastRace)

EndIf

 

DLC1VampireChangeFX.Cast(ActorToTurn, ActorToTurn) ;this sets the race

 

if RoyalOutfit

ActorToTurn.EquipItem(DLC1ClothesVampireLordRoyalArmor, abPreventRemoval = true)

ActorToTurn.EquipItem(DLC1VampireLordCape, abPreventRemoval = true)

endif

 

if HarkonForceGreet

;Game.DisablePlayerControls() ;enabled in HarkonChangedRace

 

endif

 

EndFunction

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The problem is, I finally got the script in DLC1VampireChangeFX correct, I had to even edit the magic spells.. but when I cast the vampire Lord spell, during conversion, my PC leans over and gets covered by blood and gets mid animation then the PC freezes in position. Everyone else still moves except me, I become a hunched over statue.
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