How To Create A Custom NPC Summoning Spell

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Revision as of 10:26, 3 May 2008 by imported>Onxe (New page: How To Create A Custom NPC Summoning Spell--~~~~ Hello friend, so, you made say a custom race and you want to add a nice little something special perhaps, well my friend, crank up yo...)
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How To Create A Custom NPC Summoning Spell--Onxe 10:26, 3 May 2008 (EDT)

Hello friend, so, you made say a custom race and you want to add a nice little something special perhaps, well my friend, crank up your construction set for Oblivion and lets do this.


Step 1: First off we are going to create a new Global, so to the game play menu and click and select globals. We want to make the global short so make sure the setting is on short and then go the globals already in the box and right click and a option should appear select from the options, New. Ok now since I am trying to have a summoned siren race dude show up I’m going to make my new global - SirenCount -


Step 2: Creating the spell, go to the spell in the left box and click a whole lotta spells should appear in the box beside it right click in the box and select from the options, that’s right, new. Ok so we need a id for our spell so I have chosen -aaadiasummonspell - as mine. Now we need a name to show up in the player spell list and I chose Siren Aid. Tick the box where is says Script Effect always applies. Now we ether have the choice to go for a lesser power option which will mean the player can only cast this spell once per day or we can choose the spell option, the choice is yours. If you want a specified time go to the duration box and add the time you want there.

Next up, we gotta add a effect in the blank box of our new spell or lesser power, so we right click and select new, now a small box will show up with a magic such as fire damage, we want script effect so scroll down the list and select script effect now we leave this and close it just for a few minutes.

Step 3: The npc you want to summon, for ease of use I used the npc Dremora1CaitliffMelee1 - this npc is already summonable so we click on him and first off we backspace on his id which is the - Dremora1CaitliffMelee1 - we type in our unique and original name, I chose - aaaSirendianne next I went to his race box and I opened it and selected my custom made siren race, now he’s a siren! So we go to his AI box and we change his aggression to 5 and then save on it, this is to help prevent him from attacking the player. Add whatever clothing or weapons you want him or her ( tick the female box) wear. Now select ok and a message box will say if you wish to create a new npc or change the original one to your unique name, you must always select new. Otherwise you could end up with a lot of problems in your mod.

Next we want to place our new npc we created into the game world, so choose somewhere and double click and bring up the cell, once loaded click on your npc and drag and drop him or her into the cell use the f key to drop them to the floor of the cell. Now we need to make him or her a persistent reference.

Double click on the npc you dropped into the cell and a menu should come up with your npc's id with numbers and letters on it the top box is empty - this is left empty for you to add a unique ref id. Make one up - I chose aaasirendp and then tick the persistent reference box option. Next I made another persistent reference with the blood grass plant close to my npc. Same process as above although one can use other objects etc.

In regards to the npcrefhere - the id you chose along with moving your mouse curser to get the added numbers and letters the game had - you need to include the numbers and letters in the script.

Example: My npc idref is aaaSirendianne the numbers and letters that showed up for me was (01000EDC) all together it looked like‘aaaSirendianne’(01000EDC) - but you don’t include the ‘ in the script.

Now scripts in the oblivion CS always need a name.

I called mine,

Script name aaasirenspelldp

Here is the complete spell, you will recognize the ID’s I used,

script name aaaSirenspelldp

Begin ScriptEffectStart

         npcrefhere.moveto player
         playMagicShaderVisuals effectSummonMythicDawn 2
         playsound AMBThunder
         set SirenCount to 1
         

End

begin ScriptEffectFinish

           npc ref here moveto other ref close to where npc has been placed
           set SirenCount to 0

End


Now go to the gameplay menu select the * edit scripts * choice and then select new. Copy the spell ether typing it in the Box by hand or if you like saving time go and do a copy and in the cs box press CTRL and then C and the script will appear like magic in the box.

Now change the type of script it is to * Magic Effect *

Almost done now. Hooray!


Step 5 : Go back to your summon spell mine was named 1diasummonspell open it up where we had set the effect to script effect now there should by a little box with None written in it, that where you want to click and then scroll through the various scripts in there and then select your script and add it.

Click ok and close the box and congratulations you have now completed this tutorial.

All you need to do now is test it in game, happy gaming friend.


Credits & Thanks:

To Kikaimegami who got me modding to begin with To Rayvn for her encouragement and constant support To The TES WIKI for being a wealth of great modding information To Bethsheda Game Forums for their CS Help sections, I have learned so much from people posting for help there. To PRO 6AM3R for your much needed help. To Bethsheda for great awesome games. To All the helpful people who have helped me learn the CS and for the tutorials freely shared by the community.