Summon Giant Skeleton?

Post » Sat Feb 19, 2011 9:50 am

Okay Im an anime fan and im just going to pretend this giant skeleton is susanno does a mod like this exist?
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Steve Bates
 
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Post » Sat Feb 19, 2011 4:01 am

Default Summon Spell. Open the console, click on it and type:

SetScale XX


where XX is the size you want -- it goes up to about 2, which is huge, if memory serves. You can also use decimal places.
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Noely Ulloa
 
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Post » Sat Feb 19, 2011 9:54 am

Sounds like a very brief DIY job.
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sas
 
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Post » Sat Feb 19, 2011 6:06 am

Okay Im an anime fan and im just going to pretend this giant skeleton is susanno does a mod like this exist?

Not that I know of, but it wouldn't be hard to make.
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Oscar Vazquez
 
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Post » Sat Feb 19, 2011 12:57 pm

Well if anyone becomes interested and decides to make it forward it to me.
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David Chambers
 
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Post » Sat Feb 19, 2011 9:06 am

Well if anyone becomes interested and decides to make it forward it to me.


Just follow http://cs.elderscrolls.com/constwiki/index.php/Scripting_Tutorial:_Summoned_Creatures. It'll take you, like, 5 minutes, tops. Summon spells are ridiculously easy. :)
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alicia hillier
 
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Post » Fri Feb 18, 2011 10:10 pm

HEY YOU! Ive been using that tutorial for the past hour. I have ran into a problem. It gets to the part where it wants me to insert an existing creature to summon. But there is no creatures under actor>creatures>creatures like it says. Please tell me what to do from there.
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Dustin Brown
 
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Post » Sat Feb 19, 2011 8:50 am

HEY YOU! Ive been using that tutorial for the past hour. I have ran into a problem. It gets to the part where it wants me to insert an existing creature to summon. But there is no creatures under actor>creatures>creatures like it says. Please tell me what to do from there.


You didn't load the Oblivion.esm file, did you?
Mods have to have something to modify. :)

Go File>Data, double-click Oblivion.esm and then hit OK.
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Johnny
 
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Post » Sat Feb 19, 2011 11:23 am

Its doing something new. So hopefully this is it. I just want you to know I love you. I would do dirty terrible things to you. Highly joking, but very very thankful.
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CHANONE
 
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Post » Sat Feb 19, 2011 1:09 am

Its doing something new. So hopefully this is it. I just want you to know I love you. I would do dirty terrible things to you. Highly joking, but very very thankful.


As long as you call me the next day. ;)
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Facebook me
 
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Post » Fri Feb 18, 2011 10:25 pm

Now im having scripting issues it says something about line 71 but there is nothing at line 71 im supposed to change. Is the wiki wrong template off?
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Danel
 
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Post » Fri Feb 18, 2011 10:32 pm

Now im having scripting issues it says something about line 71 but there is nothing at line 71 im supposed to change. Is the wiki wrong template off?


Well there obviously is, if it won't compile. Why don't you post the code (in a codebox, please!) so that we can look at it.
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Amy Melissa
 
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Post » Sat Feb 19, 2011 5:08 am

it says mismatched beginning and end block on 71

ScriptName SummonSusano01

;This script can be used as a template for custom summoned creatures/NPC's

float timer
float fade
short playonce
ref SUMN

Begin ScriptEffectStart

;Set temp reference for scripting.
;Allows faster transition of script as template. Also allows for leveled summon.
set SUMN to SummonSusano01
;Reset our creature if re-summoned before time runs out on spell
SUMN.disable

;Now we move our creature to the Player
;Move the creature reference to the worldspace of the Player
SUMN.moveto Player 30 30 10
;Make our creature visible and active
SUMN.enable

set fade to 1 ;Resets the alpha fade variable to 1

End

Begin ScriptEffectUpdate

if ( timer > 30 ) ;Creature is dead and fade timer passed
;Move our creature back to it's holding cell
SUMN.kill
SUMN.moveto CreatureCage 0 0 10
;Reset our creature if dead
SUMN.resurrect
;Set our creature to an unprocessed state
SUMN.disable
endif

;Adjust timer state for early fade/disable upon death
if ( SUMN.getdead == 1 ) && ( timer < 28 )
set timer to 28
endif

if ( timer > 0.1 ) && ( playonce == 0 )
;Play effect for creature entrance
SUMN.pms effectSummonMythicDawn 1
set playonce to 1
endif


;Increment timer
set timer to timer + GetSecondsPassed


if ( timer > 28 ) && ( playonce == 1 )
;Play effect for creature exit/death
SUMN.kill
set playonce to 2
endif

if ( playonce == 2 )
;Fade creature for exit/death
set fade to fade - 0.03
SUMN.saa fade
endif


End

Begin ScriptEffectFinish

;Move our creature back to it's holding cell
SUMN.moveto CreatureCageREF 0 0 10
;Reset our creature if dead
SUMN.resurrect
;Set our creature to an unprocessed state
SUMN.disable
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Mackenzie
 
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Post » Sat Feb 19, 2011 1:30 pm

stick the word End at the end of your script. You've started scripteffectfinish but not ended it.
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Patrick Gordon
 
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Post » Sat Feb 19, 2011 10:39 am

Figured it out right before you said it. Now i just have to hope the names are right and in the right location. I didnt remember all the id's correctly.
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Lavender Brown
 
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Post » Sat Feb 19, 2011 8:33 am

something obviously went wrong. I went to the market district to buy a spell and there was a mass of skeletons shadows zombies and ogres following me. Was that my mod?
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Raymond J. Ramirez
 
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Joined: Sun Oct 14, 2007 8:28 am

Post » Sat Feb 19, 2011 10:51 am

How can I change it now that ive made the mod the skeleton floats i dont know if its because hes huge but he floats. He also has a hachet I have to remove it and he was weak when I made him a beast.
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Katy Hogben
 
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Post » Sat Feb 19, 2011 12:51 pm

something obviously went wrong. I went to the market district to buy a spell and there was a mass of skeletons shadows zombies and ogres following me. Was that my mod?


How can I change it now that ive made the mod the skeleton floats i dont know if its because hes huge but he floats. He also has a hachet I have to remove it and he was weak when I made him a beast.


The only reason they would be there is if you - or, potentially, another mod - put them there. You could try using Refskope (SP) to find which mod they're from and check out what's up with that.

Just how large is the creature? I mean, if its legs are far enough apart that it stands on the tops of buildings.... well... After a certain point that level of scaling is just unfeasible. As for the hatchet, um... remove it from the skelete's inventory? I'm not seeing a question there. Also, as for power level, if the creature is leveled in proportion to your character and you have a low-level char, well...

If you're that concerned about its overall power level, just add an Ability with, say, Fortify Strength 75, Fortify Health 200 and Shield 50. Or something.

Good luck!


E: spelling.
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Kayla Oatney
 
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Post » Sat Feb 19, 2011 1:32 am

I set all the creatures stats to 100 and made his health 10000. I dont know why he died.
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DeeD
 
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Post » Sat Feb 19, 2011 5:33 am

okay so he was hostile and i forgot to set his faction to playerfaction. I could have swore that I added it. So I tried to go back through TESconstruction set and open the file through data to edit it but ever time I do it stops and says not responding. Am I doing something wrong?
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Louise Lowe
 
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