Race have a blindness effect while in sunlight?

Post » Sat Aug 06, 2016 1:23 pm

Ok is there a way to make it so a race is under a blindness effect while in sunlight using the editor with no scripts.



Ive tried a new spell assign it to abilities and added sundamage to magnitude of 0 and blindness as well but they are blind all the time.....if i slaped the vampirism would that work?

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Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Sat Aug 06, 2016 1:27 am

Ok i think i have no choice but see if i can get someone to writeme a script that will make the player suffer a penalty while in sunlight only.....anyone feel like being generous?

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JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Sat Aug 06, 2016 5:41 am

I'd try something like this (not tested/going to test)



begin qweRaceOnLoadScript

; usage:
; give the race a dummy "qweRaceAbility" with any dummy effect you like
; create a "qweRaceDaylightBlindCurse" curse with blind effect
; add the script to autostarted scripts

short lastInterior
if ( GetInterior == lastInterior )
return
endif
set lastInterior to GetInterior

if ( player->GetSpellEffects "qweRaceAbility" )
else
stopscript qweRaceOnLoadScript
return
endif

short state
if ( GameHour < 7 )
set state to 0
elseif ( GameHour > 19 )
set state to 0
else
set state to 1
endif

if ( lastInterior )
if ( GetWaterLevel == 0 )
if ( GetWindSpeed > 0.01 )
set state to ( state + 1 )
endif
endif
else
set state to ( state + 1 )
endif

if ( state > 1 )
if ( player->GetSpellEffects "qweRaceDaylightBlindCurse" )
return
endif
player->AddSpell "qweRaceDaylightBlindCurse"
return
endif

player->RemoveSpell "qweRaceDaylightBlindCurse"
player->RemoveSpellEffects "qweRaceDaylightBlindCurse"

end
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Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Sat Aug 06, 2016 10:28 am

Alright i hit the recompile all


and it doesnt compile the script and i get a sjitload of gmsts...what am i doing wrong?

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Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Sat Aug 06, 2016 8:14 am

to avoid generating GMSTs when you edit a mod in CS, try loading also Morrowind.esm, Tribunal.esm, Bloodmoon.esm as masters. And/or learn to http://wiki.theassimilationlab.com/mmw/GMST_Contamination /prevent them with GMST vaccine.

You don't need to recompile all scripts, just the new one (2nd icon, save)


or post a link to the mod containing just the race and the spells



[EDIT]also, global scripts like this one, containing a call to themselves (stopscript scriptname) need to be saved 2 times to compile correctly because the first time the CS can't find the script name as it is not saved yet

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Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Sat Aug 06, 2016 3:59 am

Abot


Think this is what ya asked....


I cleaned gmsts with tes5cmd



https://www.sendspace.com/file/nvhi1b



qwert

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Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

Post » Sat Aug 06, 2016 8:51 am

https://drive.google.com/open?id=0Bywrx4WHfGJJV2lUekJrU0tBOWc it is also cleaned from dirty scripts you generated using recompile all with not all masters loaded

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aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Sat Aug 06, 2016 1:09 am

Cool thanks abot....



Love ya mods.....

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Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Sat Aug 06, 2016 12:03 am

just started branching off with ya mods..


loved the silt riders,boats


wasnt aware of the gaurs


and trying a few other of your goodies out.....


oh yeah...thanks for making them Abot they are wonderfull.

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GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Sat Aug 06, 2016 8:48 am

Abot it works like a charm...


thanks so much.


there was a script archive somewhere on the web where you could upload a script and people could use it...there was a lot but no blindness script.

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Daniel Lozano
 
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Joined: Fri Aug 24, 2007 7:42 am


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