How would I modify a spellcasting trap?

Post » Sat Oct 25, 2014 3:39 pm

Hi :)

So, I was wondering, how I would going about doing this. Basically, you know those soul gem traps that cast elemental spells on you when you get too close? Well, I'm trying to modify it so I can make one that casts the spell paralysis when you get in range. But.. I don't know how to do it, or if I even can :/ I've looked at the script the trap uses, and it seems very complicated. However, I thought that maybe if I just change all the spell properties in the script in the CK to be the spell paralysis, that would work. But, I didn't :( It still cast flames at me. So, I wondered if anyone knows how I can make this work? If anyone can help I'd really appreciate it, thanks! :)

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Add Me
 
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Post » Sat Oct 25, 2014 3:09 am

Hmm perhaps copy the script itself Copy+Paste everything but the name, make a duplicate item of the soul gem, copy and paste everything into the new script, add the new script to it, remove the old script, and at the script source search for the Flames effect, and replace it with Paralysis? (Btw I always make sure spells that use scrips always have Spell Property XXXXXX Auto, vertically above the Event OnEffectStart or whatever the event thingy is. Also if you wanted to add a perk instead, you can just replace that with Perk Property, and addspell is always addspell, where as addperk is always nearly identicaly only perk instead of spell).

I don't know if that helped at all, but I tried.

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NIloufar Emporio
 
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Post » Sat Oct 25, 2014 12:33 pm

What is the name of the script on the trap and the name of the script on the soul gem? I forget. If you tell me I can just open the scripts without having to go into the CK and find them myself ;)

I do recall that one of the scripts has a list of spells (like 20 spells, maybe) and I think it chooses randomly from among them. You could probably change those spells. But as I said, please mention the script names for more detailed help :)

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..xX Vin Xx..
 
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Post » Sat Oct 25, 2014 3:14 pm

there's a good chance this could work with the vanilla scripts, there's properties prepared for numerous spells on them anyway - so you could maybe try to fill paralyze, uh that's a target spell, right? into vanilla script's properties instead of another target spell like, dunno, fireball whatever. not saying this _will_, but it _might_ work :-)

(...re-fill properties on ref's, _not_ on base items!!)

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Saul C
 
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Post » Sat Oct 25, 2014 3:39 pm

....he just appeared out of nowhere! dude! :-))

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