New Modder Needing Help With A Complex Script.

Post » Tue Aug 25, 2009 10:48 pm

I'm somewhat new to modding. I know how to make a cell/item/creature/spell/etc. The thing i haven't yet had the time to grasp is scripting. That includes quests and other various effects.

This will be my first mod, and I expect it to be a serious challenge since it's a complex topic in general.

I hope to make a mod that will let players control their summons. For example: send them ahead, tell them to wait, attack a specific target, or even (it's a bit of a stretch) follow and protect an NPC. For now iI intend to make a single specific summon to command (I figure this will be much easier), but hopefully I will get around to making one that allows players to control any summon.

So far I've worked out that there will need to be:

A summon to command (if im not mistaken a custom summon takes quite a bit of scripting in itself).

Commands
Wait (Shouldn't be too difficult)
Follow (same)
Go
I'm not entirely sure how this could be done. I was thinking that a spell could be used to target the location it hits, and the summon would go there and wait/attack
anything that is hostile.
Attack
I think this would be done similar to the "Go" command, accept the summon attacks the marked creature or NPC.
(Probably more later, like guarding an npc)


I'm fairly clueless when it comes to complex scripting, aside from a half finished tutorial I almost went through a couple years ago, so I will probably need my hand held a bit (or a lot). I half finished a quest so I understand the underlying principles to scripting, but I am unaware of a probably 99% of the commands in the OB scripting language. I understand that this project is probably nearly impossible for a beginner but I think I will enjoy the challenge, and that's why I came here for help.

Please post any advice, help, or ideas. Or if you know of a mod that already does this, post a link and I'll try to find a more simple topic for my first mod. Any help at all will be appreciated, and if i do end up finishing and releasing the mod, I intend to credit everyone.
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Tue Aug 25, 2009 11:01 pm

I'm somewhat new to modding. I know how to make a cell/item/creature/spell/etc. The thing i haven't yet had the time to grasp is scripting. That includes quests and other various effects.

This will be my first mod, and I expect it to be a serious challenge since it's a complex topic in general.

I hope to make a mod that will let players control their summons. For example: send them ahead, tell them to wait, attack a specific target, or even (it's a bit of a stretch) follow and protect an NPC. For now iI intend to make a single specific summon to command (I figure this will be much easier), but hopefully I will get around to making one that allows players to control any summon.

So far I've worked out that there will need to be:

A summon to command (if im not mistaken a custom summon takes quite a bit of scripting in itself).

Commands
Wait (Shouldn't be too difficult)
Follow (same)
Go
I'm not entirely sure how this could be done. I was thinking that a spell could be used to target the location it hits, and the summon would go there and wait/attack
anything that is hostile.
Attack
I think this would be done similar to the "Go" command, accept the summon attacks the marked creature or NPC.
(Probably more later, like guarding an npc)


I'm fairly clueless when it comes to complex scripting, aside from a half finished tutorial I almost went through a couple years ago, so I will probably need my hand held a bit (or a lot). I half finished a quest so I understand the underlying principles to scripting, but I am unaware of a probably 99% of the commands in the OB scripting language. I understand that this project is probably nearly impossible for a beginner but I think I will enjoy the challenge, and that's why I came here for help.

Please post any advice, help, or ideas. Or if you know of a mod that already does this, post a link and I'll try to find a more simple topic for my first mod. Any help at all will be appreciated, and if i do end up finishing and releasing the mod, I intend to credit everyone.

Ok the place to start would actually be Looking at http://www.tesnexus.com/downloads/file.php?id=3066 that adds most of those choices not the go forward to point A part but the others to anyone that has a Rumor choice. That should give you some Ideas at the very least.
User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Tue Aug 25, 2009 8:59 pm

Ok the place to start would actually be Looking at http://www.tesnexus.com/downloads/file.php?id=3066 that adds most of those choices not the go forward to point A part but the others to anyone that has a Rumor choice. That should give you some Ideas at the very least.


thanks I'll take a look at it.
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm


Return to IV - Oblivion