does someone know this?

Post » Sat May 28, 2011 5:45 am

Does someone know if it is hard to make a spell that lets the player transform into a creature?

Thanks in advance,

Bone_Collector
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Rachel Eloise Getoutofmyface
 
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Post » Sat May 28, 2011 6:09 am

Does someone know if it is hard to make a spell that lets the player transform into a creature?

Thanks in advance,

Bone_Collector

I remember reading something about this - and something about there already being a mod that does that. I could be wrong though :P.
The whole thing sounds very tricky... Perhaps there is someone who knows a little more on the subject and can help?
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Melanie
 
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Post » Sat May 28, 2011 11:20 am

Check out Playable Goblins.
http://www.gamesas.com/index.php?/topic/1093814-relz-playable-goblins

Apparently you can adapt it for other creatures too. I remember seeing a video of a playable spider daedra for example. I THINK it was all by TalkieToaster.
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Steph
 
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Post » Sat May 28, 2011 6:12 am

Check out Playable Goblins.
http://www.gamesas.com/index.php?/topic/1093814-relz-playable-goblins

Apparently you can adapt it for other creatures too. I remember seeing a video of a playable spider daedra for example. I THINK it was all by TalkieToaster.


I mean a spell that lets you transform into a creature actually :)
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meghan lock
 
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Post » Sat May 28, 2011 5:18 pm

Someone?
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Miranda Taylor
 
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Post » Sat May 28, 2011 12:53 pm

I would also like to know this. It will be essential for a mod I am planning.
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joseluis perez
 
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Post » Sat May 28, 2011 2:50 am

There was a mod some time ago called Polymorph Self or something close to that, that did this ~kinda -> all it did was it moved a creature to your location made you invis then used OBSE to check which keys you were pressing forward back attack and such then use Playgroup AnimSequence to force the creature to mimic what the player was doing.

I have done this in a different manner I turned the creature into a Mount and created some new Mount/Dismount anims that shrunk the player to nothing then with a small bit of scripting you could attack and since its just a mount you can of course already move and have the anims sync up <- is by far the best method -> here is a http://www.youtube.com/watch?v=q1Nb1Fp9qXU of how it works I start messing with the Crawler around the 4 min mark all you have to do to keep the player shrunk after the Mount anim plays the shrinking is to keep him shrunk in the Idle anim as well (that one did not on purpose for testing reasons).
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Zoe Ratcliffe
 
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Post » Sat May 28, 2011 9:54 am

Check out Playable Goblins.
http://www.gamesas.com/index.php?/topic/1093814-relz-playable-goblins

Apparently you can adapt it for other creatures too. I remember seeing a video of a playable spider daedra for example. I THINK it was all by TalkieToaster.


That actually might work. If you use Talkie Toaster tutorial for creating the skeleton of a creature and make a script using the setplayerskeletonpath obse function + force equipping the creature meshes for the certain spell time. I might be a lot of work but would make it for a near perfect creature polymorph spell.
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Nathan Hunter
 
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Post » Sat May 28, 2011 3:35 am

That actually might work. If you use Talkie Toaster tutorial for creating the skeleton of a creature and make a script using the setplayerskeletonpath obse function + force equipping the creature meshes for the certain spell time. I might be a lot of work but would make it for a near perfect creature polymorph spell.


The down side to that is you can not set the 1st person skeleton so no matter what that view is of a human wearing a suit of armor that is of a creature skinned to a creature skeleton not the 1st person human skeleton which equals all kinds of mesh errors, going the OBSE route if absolutely easier as it only really requires you to define the Creatures Mesh as an armor and create a spell script that does all of the changing -> there is a problem though if the player is equiped a weapon class that the creature you just turned the PC into and that creature does not have any anims for it -> bad S**T will happen. probably best to at first restrict the player to H2H then you can script indivitual restrictions on a per creature basis.

The obvious best part of this route is its an on off situation you do not need a quest script running constantly checking for Key Presses.
The good -> Sneaking works.
Down sides are equally obvious and that is you need to script an a$$ ton of restrictions to keep things playing right and avoid constant game crashing, unless of course you want to create about 5000 creature animations to fill out all of the animations that critters are missing.

Going the Mount route has its own down sides -> mainly its a TON of work only made slightly easier by using Andrew Maneri's Animation Wrapper
Besides that mounts are not allowed to use the Left or Right animations while the player is mounted on them (you can call them by script though !! use OBSE to detect if your pressing a button you set to be the new straife buttons, I did this as a test for my AM mount mod and it worked out quite well I used the Q and E buttons as my straifers and left the default controls alone as I kinda like them too just wanted the ability to straife).
Also you would need to create a mounted combat set of scripts (these are easy as pie with OBSE especially since your doing it for critters taht have a known set of attack types/weapons available).

The Good side it will not screw up the 1st person view like going the OBSE set player skele route does.
The Bad -> No Sneaking while mounted.
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u gone see
 
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Post » Sat May 28, 2011 5:36 pm

There was a mod some time ago called Polymorph Self or something close to that, that did this ~kinda -> all it did was it moved a creature to your location made you invis then used OBSE to check which keys you were pressing forward back attack and such then use Playgroup AnimSequence to force the creature to mimic what the player was doing.

http://www.tesnexus.com/downloads/file.php?id=28563 ?
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Steven Nicholson
 
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Post » Sat May 28, 2011 12:50 pm

No not Wrye Morph it was Polymorph_self by Griminer if Saiden is thinking of the same mod that I am.

Heres the link if it helps in anyway - http://www.tesnexus.com/downloads/file.php?id=5814
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chirsty aggas
 
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Post » Sat May 28, 2011 3:17 am

By 'don't know how' do you mean 'I know how to script but I'm not entirely sure how to go about this particular subject' or do you mean 'I fancy polymorphing the player but I've never tried anything similar'?

Hopefully you mean the former. I think Documn was correct in pointing you to Playable Goblins. Although they are a playable race changing the player into one is actually done through a script that adds clothes to the player that make them look like a goblin, then used the OBSE command ChangePlayerSkeleton or something to give them a goblin's skeleton. There was a thread similar to this not long ago. In it I suggested using this method but making it into a spell. What I hadn't realised is that the skeleton changing command is very beta and apparently only works when the race menu is open. However, as I suggested there, it may be possible to open the race menu to change the player and disguise this with some kind of graphical effect like a flash.
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Laura Hicks
 
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