Little help with vampire script please

Post » Sun Nov 28, 2010 5:40 pm

So I'm trying to make a few different strains of Porphyric Hemophilia but I don't really understand how the vampirism script works or what I'd have to do to make each individual strain do different things so I'd be really grateful if someone could help me with that =)

Also, would it be possible to make a weapon (or weapon effect so it can be used on anything) that only effects npcs with vampirism i.e. causes fire damage to "count dracula" but just normal damage to "Joe Bloggs".

Okay really hope someone can help with this thanks =)

p.s. I'm not fussy about answers, every little helps, tutorial links/mod links that you think might help etc...
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Shannon Marie Jones
 
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Post » Sun Nov 28, 2010 2:26 pm

Spell Effect would probably work best something like this... :

Ref TargetBegin ScriptEffectStart  Set Target to GetSelf  If ( Target.IsActor == 1 ) && ( Target.IsCreature == 0 )      If ( Target.GetAV Vampirism >= 1 ) || ( Target.GetInFaction VampireFaction == 1 ) || ( Target.GetVampire == 1 )         [XMarkerID].Cast [SpellID] Target      Else        ; Do something else      EndIf   EndIfEnd

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SamanthaLove
 
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Post » Sun Nov 28, 2010 2:25 pm

Spell Effect would probably work best something like this... :

Ref TargetBegin ScriptEffectStart  Set Target to GetSelf  If ( Target.IsActor == 1 ) && ( Target.IsCreature == 0 )      If ( Target.GetAV Vampirism >= 1 ) || ( Target.GetInFaction VampireFaction == 1 ) || ( Target.GetVampire == 1 )         [XMarkerID].Cast [SpellID] Target      Else        ; Do something else      EndIf   EndIfEnd




hi will that script, if modified work for vampires behavior? As in they attack the player if the player is human and are friendly to the player if they are a vampire?
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Mashystar
 
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Post » Sun Nov 28, 2010 10:51 am

It could be, but it would need some major altertions, I expect.

The best way for that is to try:

If ( PCVampire >= 1 )  Player.SetFactionRank VampireFaction 0Else  Player.SetFactionRank VampireFaction -1EndIf


The only issue is, I think visited-Vampires will still be hostile until they respawn. Use that as a Quest script, though, and they should be OK (At least for Vanilla Vampires).
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Queen Bitch
 
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Post » Sun Nov 28, 2010 9:56 pm

It could be, but it would need some major altertions, I expect.

The best way for that is to try:

If ( PCVampire >= 1 )  Player.SetFactionRank VampireFaction 0Else  Player.SetFactionRank VampireFaction -1EndIf


The only issue is, I think visited-Vampires will still be hostile until they respawn. Use that as a Quest script, though, and they should be OK (At least for Vanilla Vampires).


Well i'm making NPC for a mod and some of them are guards, but they're vampires, so i'd like them to attack the PC on sight if the PC isn't a vampire.
but I'm planing on using this script for most of my own vampires, and trying to avoid changing the vanilla vampires much if possible.
I also have an issue where vampires are still scared of the PC even if they are a vampire...defeats the point of my mod really! XD
but thanks anyway, i'll give it a go.
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john palmer
 
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Post » Sun Nov 28, 2010 7:37 am

It could be, but it would need some major altertions, I expect.

The best way for that is to try:

If ( PCVampire >= 1 )  Player.SetFactionRank VampireFaction 0Else  Player.SetFactionRank VampireFaction -1EndIf


The only issue is, I think visited-Vampires will still be hostile until they respawn. Use that as a Quest script, though, and they should be OK (At least for Vanilla Vampires).

I've managed to make the my custom guards attack the player with this script but slightly modified, and by creating a custom class and ticking off the guard box on the class menu. However now, i'm dealing with just a standard NPC with custom AI.
Is there a way i can and a script or a way that will till make them behave like the ordinary guards but still have the adapted vampire script?
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Brentleah Jeffs
 
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Post » Sun Nov 28, 2010 7:25 pm

Spell Effect would probably work best something like this... :

Ref TargetBegin ScriptEffectStart  Set Target to GetSelf  If ( Target.IsActor == 1 ) && ( Target.IsCreature == 0 )      If ( Target.GetAV Vampirism >= 1 ) || ( Target.GetInFaction VampireFaction == 1 ) || ( Target.GetVampire == 1 )         [XMarkerID].Cast [SpellID] Target      Else        ; Do something else      EndIf   EndIfEnd



Freyaloi can you make your own thread please???

Erm I get most of it, but what would go where XMarkerID is? sorry for being a noob

And thanks for the help CDM_ =)
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Lynette Wilson
 
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Post » Sun Nov 28, 2010 5:18 pm

Spell Effect would probably work best something like this... :

Ref TargetBegin ScriptEffectStart  Set Target to GetSelf  If ( Target.IsActor == 1 ) && ( Target.IsCreature == 0 )      If ( Target.GetAV Vampirism >= 1 ) || ( Target.GetInFaction VampireFaction == 1 ) || ( Target.GetVampire == 1 )         [XMarkerID].Cast [SpellID] Target      Else        ; Do something else      EndIf   EndIfEnd



Erm I get most of it, but what would go where XMarkerID is? sorry for being a noob
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priscillaaa
 
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Post » Sun Nov 28, 2010 7:27 pm

XMarker is a type of Static (right near the bottom of the list)-- place one in the world, double-click and type a unique ID into the top line. This ID can then be used to interact with that Xmarker.
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des lynam
 
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Post » Sun Nov 28, 2010 7:04 pm

XMarker is a type of Static (right near the bottom of the list)-- place one in the world, double-click and type a unique ID into the top line. This ID can then be used to interact with that Xmarker.



Cheers buh (Y) I'll try this out. Thanks again for the help =)
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cosmo valerga
 
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Post » Sun Nov 28, 2010 5:47 pm

Ah, okay I tried this and put the editor ID into the xmarker bit but it keeps saying its not found?

Also If I wanted to make the spell an enchantment is this the script I'd use? Would the xmarker affect the enchanted weapon anywhere in the game or am I just losing the plot completely?
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Baby K(:
 
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