Area Reanimate spell

Post » Thu Apr 08, 2010 5:19 pm

Ok so one of the things I would love to see is an area reanimate spell. I can't use to construction set to make one though but I did find out why. Under the gameplay list there is a tab called "Magic Effects". In the magic effects list is all the info for spells such as sound and animation files. There are also flags that show what the spell can and can't do. One of these flags is called "No area" which I will assume decides whether or not a magic effect can have an area effect or not. The problem is that a number of these flags...including no area...are disabled so they can't be altered. Can someone tell me how I would re-enable these flags so I could un-check the no area flag and create a custom reanimation spell?
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Thu Apr 08, 2010 10:36 pm

Ok so one of the things I would love to see is an area reanimate spell. I can't use to construction set to make one though but I did find out why. Under the gameplay list there is a tab called "Magic Effects". In the magic effects list is all the info for spells such as sound and animation files. There are also flags that show what the spell can and can't do. One of these flags is called "No area" which I will assume decides whether or not a magic effect can have an area effect or not. The problem is that a number of these flags...including no area...are disabled so they can't be altered. Can someone tell me how I would re-enable these flags so I could un-check the no area flag and create a custom reanimation spell?

I think you'd have to create a script that uses Resurrect instead.

You'd then create a new spell that has a radius and attach your script to that.
User avatar
Elizabeth Davis
 
Posts: 3406
Joined: Sat Aug 18, 2007 10:30 am

Post » Fri Apr 09, 2010 2:26 am

I think you'd have to create a script that uses Resurrect instead.

You'd then create a new spell that has a radius and attach your script to that.



The problem with that is that they will be resurrected not reanimated. It won't have the same effect of reanimate. Unless you can attack an area script to reanimate. I should be able to do that right?
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Fri Apr 09, 2010 6:22 am

What you need is a script that makes an activator cast the reanimate spell on each dead npc in your vicinity.

This http://cs.elderscrolls.com/constwiki/index.php/Casting_Spells_From_An_Activator takes you to a guide that teaches how to do just that. Basically you need to create two scripts one attached to a self cast spell an another that moves an activator (the same activator) to each dead npc and makes it cast a reanimate spell on each of this npcs, one at a time. But dont worry, while the spell is cast on each npc in succession in-game it appears as if the spell was cast simultaneously on each. Its way more simple than it sounds once you get the hang of it. Everything is detailed in the guide i linked, CS wiki is your friend.

The command you'll be using is:

ActivatorRef.MoveTo DeadNpcRef 0, 0, 0 (where 0, 0, 0 refers to the x, y ,z distance relative to the DeadNpcRef)
ActivatorRef.Cast ReanimateSpell DeadNpcRef (this basically says that the activator is going to cast the reanimate spell on the deadnpc...... make sure the spell is set to cast on target and not on touch, i think activators cant cast touch spell, someone correct me if i am wrong.)

to check if the npc is actually dead you will need to use an if block with this condition: If (DeadNpcRef.GetDead == 1)
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm


Return to IV - Oblivion