CurseOfDarkness Posted March 28, 2013 Share Posted March 28, 2013 Create a spell that you can use on a dropped weapon that makes it get up and start attacking things that come near you. Have it always stay within a 15ft radius of the player. When the spell wears off, have it add the item to the player's inventory (or just fall on the ground, that works too(OR create an ash pile that contains the item.. anyways make the item retrievable)). If possible, have it orbit the player when idle.If someone takes this up, please PM me and let me know it exists. Even if the animations it performs just look like someone invisible is holding a weapon, that works enough...I'm not expecting this to be completed but by all means if someone has the talent to do this, please try!Have the spell under alteration or conjuration... I think alteration is better because of the whole telekinesis thing. Link to comment Share on other sites More sharing options...
CurseOfDarkness Posted May 22, 2013 Author Share Posted May 22, 2013 (edited) Okay I have thought about this and maybe this is possible:Have a character with the following traits:No voice.Wears a custom set of full ebony that is textured with full alpha channel to be completely invisible.Has VERY low HPIs conjured with a spellIs equipped with the weapon the spell is cast on.Weapon is quickly disarmed from conjure when conjure's hp is less than 0 (or.. less than 1? something to unequip the weapon, anyway).Is an alteration spell.I know it's all possible except for "Is equipped with the weapon the spell is cast on." I will have to look into that.I may take this on by myself. :\ Edited May 22, 2013 by CurseOfDarkness Link to comment Share on other sites More sharing options...
Deleted1308005User Posted May 22, 2013 Share Posted May 22, 2013 Actually, there's race that is invisible. It's used in some places, can't remember where.It's completely invisible, so it can be used for this purpose. No need to alpha-map armor away. I did some experiments with it ages ago. Made a "flying sword" with it actually. No idea how to make it pick up the certain weapon from the ground though. Link to comment Share on other sites More sharing options...
CurseOfDarkness Posted May 22, 2013 Author Share Posted May 22, 2013 (edited) Yeah.. I basically just did that.. used invisible race to carry a specific weapon. It would be nice to be able to have it use a weapon that I cast it on though.. and have it circle me just because. hmm maybe I could give it a wisp core's AI package >.> It turned out alright.. just changing it right now actually because it follows me around with a creepy voice.Any idea on how to remove footsteps? Even with a custom Armor Addon setting footsteps to "NONE", the footsteps of the invisible person are still present.. Edited May 22, 2013 by CurseOfDarkness Link to comment Share on other sites More sharing options...
Oracleofmoons Posted May 23, 2013 Share Posted May 23, 2013 VERY COOL idea. If you get this completed, please bump this thread with the name of mod! Have a good day. Link to comment Share on other sites More sharing options...
CurseOfDarkness Posted May 23, 2013 Author Share Posted May 23, 2013 (edited) Anyone have an idea on how to remove footsteps? It's basically the last thing that has to be done..I've tried:Creating a new FST set that's completely emptyAttaching that FST to an ArmorAddon, attached to a pair of boots that are part of an outfit thrown on the summonbut the footsteps still play. Edited May 23, 2013 by CurseOfDarkness Link to comment Share on other sites More sharing options...
CurseOfDarkness Posted May 23, 2013 Author Share Posted May 23, 2013 (edited) I think it may be because I use sound enhancer mods.. if I use the boots, my rambunctious foot movements are completely silent.hmmmmm...Anyone know how to have the weapon always drawn? In the AI Package, if I set it to "Weapon Drawn" it doesn't work.. once combat ends, they sheathe their blades.It may be because of the combat model.. I'll try changing thatDone. It was just using the wrong scripts.Okay.. well the very last thing is that the footsteps sounds still play.. which is totally confusing considering the extents I've gone to have no footstep sounds come from the thing. I'm 99% certain it's caused by my sound enhancing mods but I'm too lazy to uninstall them to find out...Basically though, above everything else I did in my last post, they have a magnitude 20 muffle spell on them and I still hear the footsteps....Got the footsteps muted finally.. just had to make the ArmorAddon work with the new race. Edited May 24, 2013 by CurseOfDarkness Link to comment Share on other sites More sharing options...
CurseOfDarkness Posted May 24, 2013 Author Share Posted May 24, 2013 (edited) Anyone know how to disable/change collisions of NPCs?I'm guessing I have to modify the skeleton.nif? The collisions aren't so bad, but they do break immersion a little because it's obvious that there's an invisible person holding the weapon..I may add more glowing blue weapons chosen at random if I decide to not be lazy.. If I can get the player to collide with the 'weapon' instead of the invisible person, I'd be more inclined to do it though..Also what's a good spell to look onto for completely different effects when dual-cast? Maybe I'll have it so when you dual cast it, it enthralls a 2H weapon instead of a 1H.http://www.youtube.com/watch?v=kGgOZfA8bZg Edited May 24, 2013 by CurseOfDarkness Link to comment Share on other sites More sharing options...
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