SandMan529 Posted December 30, 2008 Share Posted December 30, 2008 hi does anyone kno how t make creatures cast spells like i have the skinned wolf who follows me and helps me in battle but he dies to easy i need him to heal him self Link to comment Share on other sites More sharing options...
bben46 Posted December 30, 2008 Share Posted December 30, 2008 If you know how to use the CS, load your skinned wolf and set it to essential, that way it will just be knocked unconscious for a short time instead of killed. Link to comment Share on other sites More sharing options...
SandMan529 Posted December 30, 2008 Author Share Posted December 30, 2008 If you know how to use the CS, load your skinned wolf and set it to essential, that way it will just be knocked unconscious for a short time instead of killed. he already has that but i want him to heal him self isn't there anyway to let them cast spells them selves? Link to comment Share on other sites More sharing options...
ric36 Posted December 30, 2008 Share Posted December 30, 2008 Give your wolf the Spriggan power of heal - PwSprigganHeal is probably the quickest way. I think that it's a single use per day thing, so you could add the other two as well, PwSprigganHeal2 and PwSprigganHeal3. Link to comment Share on other sites More sharing options...
SandMan529 Posted December 31, 2008 Author Share Posted December 31, 2008 Give your wolf the Spriggan power of heal - PwSprigganHeal is probably the quickest way. I think that it's a single use per day thing, so you could add the other two as well, PwSprigganHeal2 and PwSprigganHeal3. thing is i dont kno how to give him spells Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 31, 2008 Share Posted December 31, 2008 Spells can only be used if the owner has enough magika and skill to use the spell. If the spell is a power (lesser or greater) then the spell can be used regardless of skill. The best answer may be to just give the creature a restore health (and whatever else) ability. Then you don't need to care too much about anything else, and have the nearly indestructible companion you always wanted. In the unmodded game (no creature, spell or combat mods) a simple 2 restore health, 15 shield, 100 fortify health is usually enough to make a creature rather resilliant without making it overpowered. Link to comment Share on other sites More sharing options...
SandMan529 Posted December 31, 2008 Author Share Posted December 31, 2008 Spells can only be used if the owner has enough magika and skill to use the spell. If the spell is a power (lesser or greater) then the spell can be used regardless of skill. The best answer may be to just give the creature a restore health (and whatever else) ability. Then you don't need to care too much about anything else, and have the nearly indestructible companion you always wanted. In the unmodded game (no creature, spell or combat mods) a simple 2 restore health, 15 shield, 100 fortify health is usually enough to make a creature rather resilliant without making it overpowered. how do i give him an ability? Link to comment Share on other sites More sharing options...
thebigba Posted December 31, 2008 Share Posted December 31, 2008 Spells can only be used if the owner has enough magika and skill to use the spell. If the spell is a power (lesser or greater) then the spell can be used regardless of skill. The best answer may be to just give the creature a restore health (and whatever else) ability. Then you don't need to care too much about anything else, and have the nearly indestructible companion you always wanted. In the unmodded game (no creature, spell or combat mods) a simple 2 restore health, 15 shield, 100 fortify health is usually enough to make a creature rather resilliant without making it overpowered. how do i give him an ability? I know , I know, I can't help but answer you this and spread out the map of adding spells to existing npc's. Against my religion really to hand feed a player that could easily look through the cs and figure it out., or maybe read a tutorial on the CS wiki :-) But I feel I should be able to help someone since I can not answer most questions I see in this forum :-) Here is what you do.Open oblivion Construction Setclick file at the top left of the construction set main windowclick the Data optiondouble click to checkmark that you want to open the plugin that allows you to have your pet :-)you can set this plugin on active if you want to save your work to this mod. Or you can leave it unactive , and click yes when confronted about it not being activem this lets you create your own plugin and you dont mess up the existing pet plugin this way. your choice.click okwait, go grab a drink, or a smoke come back it should be loaded.now look in the Objects windowClick the Actors tab to open up the list of actors in the gameClick creature and locate your creature it should have an name such as AA(petsname) , Cm(petsname) or something similar depending on the creator of the mod. shouldn't be too difficult to locate. when you find your pet in the actor>>Creature>> section double click it. This opens up options for that particular npc.notice in the middle of the options windor there is a mini window with tabs at the topyou want the spelllist tabclick on it. Now leave the npc window open and locate the objects window againnow we want to look under the tab Magicopen Magic then click on spellsLocate a spell you want to use or an ability and click and drag it over to the npc window and drop it in that pets spellist box . :-) Now you are almost doneSave your work , if you click to make the pet file the active file then It will save directly to that file. If you did not set the pet file active then you will be prompted to give a name for the mod you just created. Yes you just created a mod this way. :-) save it, exit the cs... start oblivion or obmm and check mark the new plugin you created in Data. play game and test the effects of your mod. Sorry for the long instructions but this will give you what you want :-) Edit: for further information on what you can do with the constructions set please visit the oblivion construction set wiki. you can google it :-) Link to comment Share on other sites More sharing options...
SandMan529 Posted December 31, 2008 Author Share Posted December 31, 2008 Spells can only be used if the owner has enough magika and skill to use the spell. If the spell is a power (lesser or greater) then the spell can be used regardless of skill. The best answer may be to just give the creature a restore health (and whatever else) ability. Then you don't need to care too much about anything else, and have the nearly indestructible companion you always wanted. In the unmodded game (no creature, spell or combat mods) a simple 2 restore health, 15 shield, 100 fortify health is usually enough to make a creature rather resilliant without making it overpowered. how do i give him an ability? I know , I know, I can't help but answer you this and spread out the map of adding spells to existing npc's. Against my religion really to hand feed a player that could easily look through the cs and figure it out., or maybe read a tutorial on the CS wiki :-) But I feel I should be able to help someone since I can not answer most questions I see in this forum :-) Here is what you do.Open oblivion Construction Setclick file at the top left of the construction set main windowclick the Data optiondouble click to checkmark that you want to open the plugin that allows you to have your pet :-)you can set this plugin on active if you want to save your work to this mod. Or you can leave it unactive , and click yes when confronted about it not being activem this lets you create your own plugin and you dont mess up the existing pet plugin this way. your choice.click okwait, go grab a drink, or a smoke come back it should be loaded.now look in the Objects windowClick the Actors tab to open up the list of actors in the gameClick creature and locate your creature it should have an name such as AA(petsname) , Cm(petsname) or something similar depending on the creator of the mod. shouldn't be too difficult to locate. when you find your pet in the actor>>Creature>> section double click it. This opens up options for that particular npc.notice in the middle of the options windor there is a mini window with tabs at the topyou want the spelllist tabclick on it. Now leave the npc window open and locate the objects window againnow we want to look under the tab Magicopen Magic then click on spellsLocate a spell you want to use or an ability and click and drag it over to the npc window and drop it in that pets spellist box . :-) Now you are almost doneSave your work , if you click to make the pet file the active file then It will save directly to that file. If you did not set the pet file active then you will be prompted to give a name for the mod you just created. Yes you just created a mod this way. :-) save it, exit the cs... start oblivion or obmm and check mark the new plugin you created in Data. play game and test the effects of your mod. Sorry for the long instructions but this will give you what you want :-) Edit: for further information on what you can do with the constructions set please visit the oblivion construction set wiki. you can google it :-) thank you so much! Link to comment Share on other sites More sharing options...
SandMan529 Posted December 31, 2008 Author Share Posted December 31, 2008 Spells can only be used if the owner has enough magika and skill to use the spell. If the spell is a power (lesser or greater) then the spell can be used regardless of skill. The best answer may be to just give the creature a restore health (and whatever else) ability. Then you don't need to care too much about anything else, and have the nearly indestructible companion you always wanted. In the unmodded game (no creature, spell or combat mods) a simple 2 restore health, 15 shield, 100 fortify health is usually enough to make a creature rather resilliant without making it overpowered. how do i give him an ability? I know , I know, I can't help but answer you this and spread out the map of adding spells to existing npc's. Against my religion really to hand feed a player that could easily look through the cs and figure it out., or maybe read a tutorial on the CS wiki :-) But I feel I should be able to help someone since I can not answer most questions I see in this forum :-) Here is what you do.Open oblivion Construction Setclick file at the top left of the construction set main windowclick the Data optiondouble click to checkmark that you want to open the plugin that allows you to have your pet :-)you can set this plugin on active if you want to save your work to this mod. Or you can leave it unactive , and click yes when confronted about it not being activem this lets you create your own plugin and you dont mess up the existing pet plugin this way. your choice.click okwait, go grab a drink, or a smoke come back it should be loaded.now look in the Objects windowClick the Actors tab to open up the list of actors in the gameClick creature and locate your creature it should have an name such as AA(petsname) , Cm(petsname) or something similar depending on the creator of the mod. shouldn't be too difficult to locate. when you find your pet in the actor>>Creature>> section double click it. This opens up options for that particular npc.notice in the middle of the options windor there is a mini window with tabs at the topyou want the spelllist tabclick on it. Now leave the npc window open and locate the objects window againnow we want to look under the tab Magicopen Magic then click on spellsLocate a spell you want to use or an ability and click and drag it over to the npc window and drop it in that pets spellist box . :-) Now you are almost doneSave your work , if you click to make the pet file the active file then It will save directly to that file. If you did not set the pet file active then you will be prompted to give a name for the mod you just created. Yes you just created a mod this way. :-) save it, exit the cs... start oblivion or obmm and check mark the new plugin you created in Data. play game and test the effects of your mod. Sorry for the long instructions but this will give you what you want :-) Edit: for further information on what you can do with the constructions set please visit the oblivion construction set wiki. you can google it :-) thank you so much! i found the spell i wanted but how do i make him use it? Link to comment Share on other sites More sharing options...
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