A Series of Questions

Post » Sun Aug 08, 2010 11:21 am

Hi folks. I haven't been around here for awhile, and for those of you who may or may not know me, my mod contribution is the Dark Arts Necromancy mod, found http://tesnexus.com/downloads/file.php?id=13927.

I'm back to Oblivion for now and I was wondering on whether to pick modding back up or not, and, like my last mod, it would be pet focused (cutting out the non-pet aspects of the other mod)

But, I have several questions first.

1. Regarding the AI of pets, from comments I've heard (and from what I can remember), how can you make a creature/actor stand still, the 'stay' command in my mod apparently caused pets to go back to where they were summoned and not, well, stay?

2. Is it possible to have place a creature solely designed to run up to an enemy, fire off an AoE spell and disable itself without leading to save game bloat? Without OBSE, I mean

3. By that same token, is it possible to have a creature cast a spell/disable itself on death? Without contributing to bloat, again, without OBSE.

4. Is it possible to create weapons/shields a player can't pick up if an NPC wielding them dies?

5. Is it possible to create a faux skill using a global variable? With or without OBSE.

The end goal of this would be a pet summoning/creation skill aside from Conjuration, and being able level up the faux skill with another global variable measuring 'XP' garnered from using custom spells in the mod, and ultimately have the faux skill control how many pets you can create using other global variables (Potentially leading a rebellion if you summon up too many or one that's too powerful too early)
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Elena Alina
 
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Joined: Sun Apr 01, 2007 7:24 am

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