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Learning the specifics of a specific idea


funnyhalo

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Been visiting the Nexus for awhile, and I was interested in a certain kind of mod. After searching the mod requests, I found that several other people have requested the same mod that I was thinking of. I didn''t bother posting a request.

 

Please note that I am NOT making a request. I know this is not area for it. I am asking, what sort of skills would I need to learn to do the following. I know I would need to learn the in's and out's of the skyrim creation kit, but beyond that, what would I need to learn/do to accomplish this following idea:

 

Take control of NPC in the third person view (Essentially, "assume direct control")

 

Open their menu's (aka, items, skills, etc)

 

Cast spells, attack. (Also cast spell to initiate the control)

 

Start Quests (Maybe not, I mean, I have my own character for that...)

 

I assume it would have to do with scripting, but I know exactly jack about scripting and coding.

 

I would also like to say this: The last time I did any sort of modding was way back when halo pc was out, and with an editor. It was far too frustrating, and I gave up after about a year. I doubt I would make any progress with this sort of mod, unless for some reason I find I have sort of skill (which I doubt it). I would just like some more info on how/if it could be done, and the process that would require it.

 

Thanks!

 

(I am assuming this is the correct area for this, if not, I apologize, and request that it be moved.)

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I would say that you should not do this for your first Skyrim mod. This mod idea is like what an expert modder would try to do and fail at. Some of the ideas might be possible, but it is certainly not what the CK and the Skyrim game engine are designed for, so it would be cutting across the grain and fighting an uphill battle the whole way.

 

I suggest you pick an easy thing for your first mod.

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funnyhalo, I've had a similar daydream bouncing around my head this week:

 

I have 2 or 3 different character archetypes which I like to play and I wish that I could play them all in one world and one save, swapping between characters within a "party." Implementing this, however, would be pretty ridiculous.

 

Controlling the other character would be straightforward; there's a console command "tc" for "toggle controls driven." Call it on the NPC you want to control to activate control of them and call it again on the PC so that it doesn't obey player controls anymore. Find the Papyrus (that's the scripting language) equivalent, make a script to do it, and then make a spell that runs the script on the target. I think Ultimate Follower Overhaul uses this (through dialog, not a spell) to let vampire players possess their followers.

 

But then, if you want the former PC to do anything other than stand around (e.g. follow the new PC), you would need to add AI packages to its base object reference. That scares me! I don't want my character making his own plans while I'm still controlling him. Can AI packages be added and removed by scripts? If not, can I add them to the player base object in the Creation Kit and toggle them on and off somehow?

 

And what about opening the NPC's inventory and spell menu? I have no idea how that would work. It would depend on whose inventory opens once you're controlling another character. If it's still the player's inventory, maybe create a container for the player outside of the world-space somewhere (like a merchant's inventory chest), and when you switch characters, that same script puts all of the PC's stuff in one container and then put's all of the NPC's stuff into the player's inventory. Then, somehow, redirect equip/unequip commands from the inventory and magic menus to the NPC you're controlling. Except that would leave the original PC with no equipped weapons to fight with...needs work.

 

Then, if I'm pursuing my "swap-control-within-party" concept, I'd have to figure out how to handle accruing experience points, raising skills, leveling, and perks!

 

See how it's becoming convoluted? I know a bit about computer programming and I've written scripts for my own personal mods, but it can be really frustrating to get them working, and I've never done anything on this scale. This would be a many-month project if I were to try it for myself, and with no guarantee of success. David Brasher is absolutely right. I'm still interested, though.

 

[ I'd love to hear a first-class script-er weigh in on this discussion! ]

 

Anyway, funnyhalo, if you want to learn to mod and script, there are lots of good tutorials here and on the Creation Kit site. Another great thing to do is download the CK and open up mods you like to see how they work, read their scripts, and try making your own changes. That's how I got started!

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But then, if you want the former PC to do anything other than stand around (e.g. follow the new PC), you would need to add AI packages to its base object reference. That scares me! I don't want my character making his own plans while I'm still controlling him. Can AI packages be added and removed by scripts? If not, can I add them to the player base object in the Creation Kit and toggle them on and off somehow?

 

In theory, this part could be done by slotting the player into a quest alias, giving the alias the appropriate AI packages, and using the SetPlayerAIDriven Papyrus function.

 

I'm not sure how one would go about swapping the inventory and spell lists, though... it might be necessary to use addspell/removespell and additem/removeitem Papyrus functions, which would put a heavy burden on the player's rig at higher levels (and might also screw up quests, if particular references of certain items are required).

Edited by JanusForbeare
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