Bound Arrows Tutorial

From the Oblivion ConstructionSet Wiki
Revision as of 04:23, 19 May 2008 by imported>DragoonWraith (errors, byline)
Jump to navigation Jump to search



Hi,

We all know that bound arrows are not included in the original oblivion esm. And being an archer with hundreds of arrows can add a bit of weight to your maximum weight limit. This tutorial requires:

Basic Scripting Knowledge Fair Knowledge of the TES Construction Set

I am going to teach you how to create a mod which will add the spell bound arrows to your character so that you do not need to carry lots of arrows around.

Let Us Start:

1. Open up the Construction Set and load up the Oblivion esm.

Creating the items for the scripts:

Firstly, go to the objects window and select ITEMS then AMMO the click DAEDRIC. Next, right click on arrow8daedric and click edit.

This should bring up the arrows properties...

Next, we edit the properties so change the following things to the same as i have.

ID - aaaBoundArrow (aaa so that it is at top of list) Name - Bound Arrow, Enchantment - NONE, Make sure that IgnoresNormalWeaponResistance is ticked, Weight - 0, Value - 0, Speed - Leave as it is, Damage - 20,

Click OK and if it asks to create new form ID then click OK!!!

Hold mouse over arrow to get a code that has a combination of numbers and letters. Write it down.

Go to the MAGIC tab in the object window, then SPELL and then SPELL again...

Create a new spell by right clicking on an spell and click NEW.

Make sure the spell properties are as the following.

ID - aaaBoundArrowsSpell, Name - Bound Arrows, Make sure every box is ticked except Area Effect Ignore LOS, Make sure auto calculate is unchecked and put spell level NOVICE and spell cost 30., Click OK and then say OK to the create new form ID box...

Hold mouse over spell to get a code that has a combination of numbers and letters right that down.


NOW FOR THE SCRIPTS -

Go to gameplay - edit scripts - then click on script and new.

Type the following in to the box.

scn aaaBoundArrowSpellScript

Begin ScriptEffectStart
    PlayMagicShaderVisuals effectSummonMythicDawn 5
    player.additem 'arrows code' 50
    player.equipitem 'arrows code' 50
End

Begin ScriptEffectFinish
    player.unequipitem 'arrows code'
    player.removeitem 'arrows code' 50
End

EQUIPPING THE SCRIPT TO THE SPELL

Now go back to the spell we made and right click then edit it again... On the right it should have a box that says 'effects'.

Right click in the box and click new. Change the Effect to Script Effect.'Keep range as self and make duration 30 seconds, this will make it so the spell will cast on the player and last for 30 seconds before removing the bound arrows. Change script to aaaBoundArrowSpellScript, Change Script Name to Bound Arrow, Change school to Conjuration, Visual Effect to bound bow, Then un-check the effect is hostile box.

Click OK and then save the mod as BoundArrowSpellMod. Load up the game without any mods except our arrow mod. When in the game open the console by pressing ~ and type:

player.addspell 'spell code' and then press enter.

You have just created your own spell mod that adds magic arrows through a spell, good work and happy modding.



this spell code looks like this: yyxxxxxx.

yy is used to reference the plugin, xxxxxx to reference the item inside the plugin (and does not change), in this case its the xxxxxx of the editorid of the spell. yy changed depending on your mod load order, if its the first loaded its 01, second 02... (remember that this coding is in Hex!)



Thanks -

Scruggsywuggsy the ferret. Grond and Emanues (sorry if spelt wrong).

You guys helped alot...

Thanks for trying out my tutorial and have a great day!!!

From Logam

Sorry if page is all messy, it's my first wiki page...