Bits and Bobs for my vampire mod

Post » Wed Jun 30, 2010 10:24 pm

As you probably already know, i'm creating a vampire mod, hopefully with a difference.
-So one of the questions is, is there a working blood potion for vampires available as resource or do you know how i could make my own?

-Question two: I'm still playing around with my vampire guards, i have gotten them to attack the player if its not a vampire and be friendly if the player is a vampire, but to get around that i have had to create a new class and leave the guard box un-ticked, but i still want them to behave like guards (as in they arrest you or attack you if have done crime within the vampire realm. The other thing about this would be that i would like to create a separate bounty count like there is for the Shivering isles.

-Three, how would you make a teleportation spell or what script you use, that would take you from one cell to an other, without using doors but also make so that the NCPs can use it as well as part of their AI?

-Last question: Is there a way that i can stop anything in the vampire faction being scared of the PC when vampire. Reason i'm asking is because i use http://www.tesnexus.com/downloads/file.php?id=20119 and it's irritating that when you use any of you powers, that the NPC vampires are scared of you. Is there a way around that,because i want it to be possible for the player to use this mod, in the vampire realm, without fear of getting attacked.

Any help, ideas or suggestion are appreciated!
thanks in advance
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Tiffany Castillo
 
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Post » Wed Jun 30, 2010 7:03 pm

Any ideas poeple?
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carrie roche
 
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Post » Thu Jul 01, 2010 3:44 am

Any ideas poeple?


People being scared of PC vampires is determined via dialogue. Just go and change all of the VAMPIRE greetings so that it checks if the person speaking is in your vampire faction, and disables the response if they are.
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CHANONE
 
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Post » Wed Jun 30, 2010 2:31 pm

People being scared of PC vampires is determined via dialogue. Just go and change all of the VAMPIRE greetings so that it checks if the person speaking is in your vampire faction, and disables the response if they are.


Thanks, how you would do that though? And would it also work for creatures in the vampire faction?
The dialogues are something that i really can't get my head around at the moment...:/ sorry to be awkward...
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sally R
 
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Post » Wed Jun 30, 2010 8:31 pm

Thanks, how you would do that though? And would it also work for creatures in the vampire faction?
The dialogues are something that i really can't get my head around at the moment...:/ sorry to be awkward...


Dialogue wouldn't effect creatures - it's exclusively for NPCs. If you wanted creatures etc. not to attack, just put them in a faction which likes the PCvampireFaction.

Go to Dialogue - it's under World, I believe - and find the heading VAMPIRE under GREETING. Add a condition, referencing speaker, which checks for faction status (or better yet, checks if the speaker is a vampire themself)

If you're still having trouble with it, I could have a stab at doing it myself if you'd like - the you could merge it into your plugin via Wrye Bash. Also,you should note that editing the dialogue might make your mod incompatible with Vampire overhaul mods.

Edit: If the problem you're having is the Nature of the Beast mod scaring people, then you probably need to make a compatibility patch for that mod - odds are that it's not dialogue but a scripted effect implemented with the powers the mod gives you.


Cheers,
A5
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Saul C
 
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Post » Thu Jul 01, 2010 4:36 am

Dialogue wouldn't effect creatures - it's exclusively for NPCs. If you wanted creatures etc. not to attack, just put them in a faction which likes the PCvampireFaction.

Go to Dialogue - it's under World, I believe - and find the heading VAMPIRE under GREETING. Add a condition, referencing speaker, which checks for faction status (or better yet, checks if the speaker is a vampire themself)

If you're still having trouble with it, I could have a stab at doing it myself if you'd like - the you could merge it into your plugin via Wrye Bash. Also,you should note that editing the dialogue might make your mod incompatible with Vampire overhaul mods.

Edit: If the problem you're having is the Nature of the Beast mod scaring people, then you probably need to make a compatibility patch for that mod - odds are that it's not dialogue but a scripted effect implemented with the powers the mod gives you.


Cheers,
A5

Thanks, the problem i'm having is with Nature of the beast, because to get around the vanilla vampire issue is scripted the vampire quest to add the PC to the vampire faction.
To test it i went near the vampires with a non-vampire PC and they attacked them with no issues.
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Ryan Lutz
 
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Post » Thu Jul 01, 2010 5:52 am

Thanks, the problem i'm having is with Nature of the beast, because to get around the vanilla vampire issue is scripted the vampire quest to add the PC to the vampire faction.
To test it i went near the vampires with a non-vampire PC and they attacked them with no issues.


Right i've had a look at Nature of the beast script and i have found a flee script. So what i think i need would a condition script, stopping the flee script if the actor is in the vampire faction...
How would the script go?
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Marlo Stanfield
 
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Post » Wed Jun 30, 2010 11:51 pm

Right i've had a look at Nature of the beast script and i have found a flee script. So what i think i need would a condition script, stopping the flee script if the actor is in the vampire faction...
How would the script go?



Just add an 'if' check to the part right before it causes fleeing to see if the target is in the faction, and then an 'else' to cover everyone else.

if ([reference] GetInFaction VampireFriendly == 1)returnelse[rest of the script]


Off the top of my head. Modify it to fit the script.
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Stephanie I
 
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Post » Wed Jun 30, 2010 6:18 pm

ok thanks, i'll try it!^^
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Celestine Stardust
 
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Post » Thu Jul 01, 2010 5:24 am

For now i can't get Nature of the Beast to be compatible with my idea, i've tried changing the script and the dialogues, but nothing seems to change...maybe it just me..I'd like to find a way to make the two compatible in the sense that if someone uses NOTB and my mod, that when they use the powers from NOTB that the don't scare or provoke an attack from the vampire faction.
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Multi Multi
 
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