PolyMorph Self

Post » Wed Feb 02, 2011 12:17 am

After having a bit of fun with the mod, it really annoyed me having to keep reloading after I morphed into a creature. I was wondering if the mod was still being worked on?

If not, I would like to look into this myself and maybe, with a bit of help, continue to improve it.
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Mandi Norton
 
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Post » Tue Feb 01, 2011 11:26 pm

i agree jus imagine poly-morphing into akatosh dragon which i no is capable because you can polymorph into almost most of the creatures into the game...i think this is the only thing for me that make dragon age origins a lil better then oblivion..i cant mod so cant help you....
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Sammygirl500
 
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Post » Wed Feb 02, 2011 12:15 am

Yes, that is a good idea.
I have no scripting experience, but I'm sure I could figure out how to whole thing works and maybe improve upon it.
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Claire Mclaughlin
 
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Post » Tue Feb 01, 2011 11:38 am

I'd love a functioning, stable PolyMorph Self mod. Is it the http://www.tesnexus.com/downloads/file.php?id=5814 we're talking about here? Never tried it. What are the issues with it?

Anyway, not much help to offer - but I hope it takes off. :)
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Dean Ashcroft
 
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Post » Tue Feb 01, 2011 12:08 pm

It's a good mod, but after you use it, you need to reload your save. When you morph into a creature, your HUD is removed, and there is no way (that I know of) to change back.
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Adam
 
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Post » Tue Feb 01, 2011 10:38 am

It's a good mod, but after you use it, you need to reload your save. When you morph into a creature, your HUD is removed, and there is no way (that I know of) to change back.


OK, that's quite a drawback...
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Chica Cheve
 
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Post » Tue Feb 01, 2011 5:03 pm

Yeah. Imagine if it were to be fixed though. In the middle of a fight, transforming into a creature and killing all the enemies.

TalkieToaster did some work on playable creatures, so I'll have a see if there's anything Talkie did that might help.
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BlackaneseB
 
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Post » Tue Feb 01, 2011 4:17 pm

Err, that was fixed. Or wasn't a problem. I don't remember it being a problem. You change back by hitting enter.

The biggest problems I've encountered with Polymorph Self involves small spaces, since my character's fallen down behind a wall when the creature was turning.
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Jessica Thomson
 
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Post » Tue Feb 01, 2011 6:12 pm

Well, I know Grimenir isn't working on it anymore (and I would know seeing how I semi-stalked him while he was). However, I know he did claim most functionality, if not all, was finished and he was polishing and making quests as he stopped. It probably wouldn't take much work cleaning it up, removing unfinished parts and perhaps prompts allowing you to keybind controls for yourself. I couldn't do it though.
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Dezzeh
 
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Post » Wed Feb 02, 2011 12:24 am

I remember reading on the thread of that cool new playable goblin mod that it was done by adding unplayable clothes that amde the player look like a gobnlin and then changed the players skeleton. If it was done like this it might be possible that you could switch the player's form fairly easily.
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Michelle davies
 
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Post » Tue Feb 01, 2011 11:25 am

I remember reading on the thread of that cool new playable goblin mod that it was done by adding unplayable clothes that amde the player look like a gobnlin and then changed the players skeleton. If it was done like this it might be possible that you could switch the player's form fairly easily.


yep. only drawback is the skeleton swapping command is still very beta in OBSE, so its not working entirely right yet.


But yes, if someone was to make a ploymorphing mod now, using that technique would be the best idea.
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Cartoon
 
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Post » Tue Feb 01, 2011 2:09 pm

yep. only drawback is the skeleton swapping command is still very beta in OBSE, so its not working entirely right yet.


But yes, if someone was to make a ploymorphing mod now, using that technique would be the best idea.


That's what I was thinking. It is possible to change the players skeleton in the middle of the game right?
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-__^
 
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Post » Wed Feb 02, 2011 1:51 am

That's what I was thinking. It is possible to change the players skeleton in the middle of the game right?


no, I think this was exactly the problem with the method: you couldn't change skeleton on the fly, only through the race menu. That is why it works fine for a new race always looking like a creature, but didn't work for shapeshifting unless you were to automatically go to racechange menu by casting the shapeshift spell, and the player would have to switch to the new ''race'' (creature) himself.

At least this was the case when TalkieToaster first released his Playable and NPC Creatures mod, though I dunno if this has changed by now.
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Rachel Hall
 
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Post » Tue Feb 01, 2011 2:43 pm

no, I think this was exactly the problem with the method: you couldn't change skeleton on the fly, only through the race menu. That is why it works fine for a new race always looking like a creature, but didn't work for shapeshifting unless you were to automatically go to racechange menu by casting the shapeshift spell, and the player would have to switch to the new ''race'' (creature) himself.

At least this was the case when TalkieToaster first released his Playable and NPC Creatures mod, though I dunno if this has changed by now.

You could open the racemenu and close it in a frame, and maybe hide it with a flash or something when the player changes form. Worth a try.
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Alexandra Ryan
 
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Post » Wed Feb 02, 2011 12:00 am

You could open the racemenu and close it in a frame, and maybe hide it with a flash or something when the player changes form. Worth a try.


I don't think it's possible to force the player into a new race though... he has to change race voluntarily, so also has to see what he's picking

Not 100% sure on this all though, haven't really been following the latest OBSE functions... though I'm pretty sure someone would already have made it if it's possible through this method

Might wanna take a look at http://tesnexus.com/downloads/file.php?id=33080 though, and more specifically, the videos on that mod.... there you can see player changing form to a wolf and also keeping HUD. The black screen during transformation is optional (depending on whether you have OBGE or not I think) if I'm not mistaken, so it's not used to hide anything.
Haven't checked this mod myself yet since my PC with Oblivion installed on it is broken and new PC didn't arrive yet
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Janine Rose
 
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Post » Tue Feb 01, 2011 9:56 pm

I don't think it's possible to force the player into a new race though... he has to change race voluntarily, so also has to see what he's picking

Not 100% sure on this all though, haven't really been following the latest OBSE functions... though I'm pretty sure someone would already have made it if it's possible through this method

Might wanna take a look at http://tesnexus.com/downloads/file.php?id=33080 though, and more specifically, the videos on that mod.... there you can see player changing form to a wolf and also keeping HUD. The black screen during transformation is optional (depending on whether you have OBGE or not I think) if I'm not mistaken, so it's not used to hide anything.
Haven't checked this mod myself yet since my PC with Oblivion installed on it is broken and new PC didn't arrive yet


I heard the Werewolf: the Awakening mod works on a mount system, which is probably why the HUD isn't touched.
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~Sylvia~
 
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Post » Tue Feb 01, 2011 6:23 pm

no, I think this was exactly the problem with the method: you couldn't change skeleton on the fly, only through the race menu. That is why it works fine for a new race always looking like a creature, but didn't work for shapeshifting unless you were to automatically go to racechange menu by casting the shapeshift spell, and the player would have to switch to the new ''race'' (creature) himself.

At least this was the case when TalkieToaster first released his Playable and NPC Creatures mod, though I dunno if this has changed by now.


You cant change Race on the fly, but with the OBSE command it does allow you to change the skeleton on the fly. Before the function, you could change the gamesetting for it, but then you needed to open the racemenu and switch the race for it to apply.

I heard the Werewolf: the Awakening mod works on a mount system, which is probably why the HUD isn't touched.


Yes, that is the way most mods handled it before, make the palyer invisible and put them on a 'mount' so that it looked like you were controlling only the mount.
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Logan Greenwood
 
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Post » Tue Feb 01, 2011 2:57 pm

You cant change Race on the fly, but with the OBSE command it does allow you to change the skeleton on the fly. Before the function, you could change the gamesetting for it, but then you needed to open the racemenu and switch the race for it to apply.


Hmm so using TalkieToaster's method for shapeshifting on the fly should be possible now? that's interesting :P what's the new command to change skeleton then?

Yes, that is the way most mods handled it before, make the palyer invisible and put them on a 'mount' so that it looked like you were controlling only the mount.


Werewolf: The Awakening seems to allow the player to make Wolf attack though from what I could see in the vids... will check it out when I have new PC with Oblivion installed anyways
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Cameron Wood
 
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