[WIPz] Secrets of the Stones

Post » Fri May 27, 2011 2:05 am

http://oblivionworks.co.cc would like to present to you Secrets of the Stones

Requires OBSE and Shivering Isles to function correctly

This Project creation was created on the account to how rare both Varla and Welkynd Stones are.

In this plug-in there is 2 new spells:
Transmute Welkynd Stones: Uses one Common Soul Gem and your Health Magic and fatigue are cut in half.
Transmute Varla Stones: Uses one Grand Soul Gem and all your Health Magic and fatigue dropping them all down to 1 across so that you have to be fully healed to cast the spell

Right Now I am working on the scripts for the two new spells and perhaps in the final release I will just combine the two spells into one.

I have both the spell scripts written just need to figure out a way to implement them in game and how to do so like should I add them as scrolls or journals in which you find while exploring or have a NPC created who can teach you hidden in a random ruins

Progress report
Welkynd Stone Conjurer Spell Script 100% Complete
Welkynd Stone Conjurer Activator Script 100% Complete
Varla Stone Conjurer Spell Script 100% Complete
Varla Stone Conjurer Activator Script 100% Complete
Soul Gem Conjurer Spell Script 100% Complete
Soul Gem Conjurer Activator Script 100% Complete
Soul Gem Combine Spell Script 100% Complete
Soul Gem Combine Actavator Script 100% Complete
Soul Gem Discharger Spell Script 100% Complete
Soul Gem Discharger Actavator Script 100% Complete
Leveled List 100% Complete
Containers 100% Complete
Custom Area 100% Complete
6 Custom Spell Tombs 0% Complete
6 Custom Spell Tombs Scripts 0% Complete
Escape Spell script 100% Complete

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Soul Gem Discharger:

This spell was created for the sol purpose of discharging all the soul gems you find through out the game that already have souls in them of a lower grade then of the soul gem they are trapped in.

Combine Soul Gem:

This spell was created to combine like soul gems into a more powerful Version

Transmute Soul Gem:

This spell is created in which you channel a certain amount of health fatigue and magicka into a Silver Nugget based on what type of Soul Gem you want to create. Petty soul gems take the least amount as Grand Soul Gems take the most.
*Note: Since there is a quest for the Black Soul gems in which you can use the alter as many times as needed to make more I left them out from the transmute process.

Transmute Welkynd Stone:

This spell is created in which you channel a certain amount of health fatigue and magicka into a Common Soul Gem creating a Welkynd Stone

Transmute Varla Stone:

This spell is created in which you channel all of health fatigue and magicka into a Grand Soul Gem creating a Varla Stone

Escape Spell:
This spell when cast takes the user to the beginning of the dungeon they are in.
*Note: some quest may break if used in them so take this in account when in a quest zone in which you are suppose to be trapped
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Kate Murrell
 
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Post » Fri May 27, 2011 8:20 am

Sounds nice! I would prefer finding the spells while exploring, or finding some device that can be used to transmute. Although, if you do so, please make more than one copy.

Of course, you can do all three things too. (book or scroll that teaches spell, device that transmutes and NPC that can teach spell)
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Sheila Reyes
 
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Post » Fri May 27, 2011 5:36 am

Sounds nice! I would prefer finding the spells while exploring, or finding some device that can be used to transmute. Although, if you do so, please make more than one copy.

Of course, you can do all three things too. (book or scroll that teaches spell, device that transmutes and NPC that can teach spell)


Okay Done I created two items as well But I will perhaps will have to make some changes to the Activators. right now I have them set up but will have to work on the script to remove parts of the scripts and make other changes adding in some changes to the code.

the spells do not cost anything to cast them but that is designed that way so the script handles.

The scripts are still in Alpha stage and I do not feel ready for a test candidate yet.

I am taken request for added features to this in which you perhaps will want.

Progress report
Welkynd Stone Conjurer Spell Script 75% Complete
Welkynd Stone Conjurer Activator Script 50% Complete
VarlaStone Conjurer Spell Script 75% Complete
VarlaStone Conjurer Activator Script 50% complete

I have a few scripts i wrote a few years back:

Soul Gems Discharger Spell Script
Soul Gems Discharger Activator Script
Soul Gems Combine Spell Script
Soul Gems Activator Spell Script

I am thinking of adding them to this project as well. I originally wrote these scripts for my http://oblivionworks.co.cc/index.php/plugins-and-utilties/53-improved-leveling-system it can also be found in these forums located http://www.gamesas.com/bgsforums/index.php?showtopic=1046880
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Campbell
 
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Post » Fri May 27, 2011 2:46 am

Currently working on the Transmute Soul Gem Script.

This spell is created in which you channel a certain amount of health fatigue and magicka into a Silver Nugget based on what type of Soul Gem you want to create. Petty soul gems take the least amount as Grand Soul Gems take the most.
Since there is a quest for the Black Soul gems in which you can use the alter as many times as needed to make more I left them out from the transmute process.
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Bad News Rogers
 
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Joined: Fri Sep 08, 2006 8:37 am

Post » Fri May 27, 2011 10:27 am

Here is the Progress report so far:

Welkynd Stone Conjurer Spell Script 75% Complete
Welkynd Stone Conjurer Activator Script 50% Complete
Varla Stone Conjurer Spell Script 75% Complete
Varla Stone Conjurer Activator Script 50% complete
Soul Gem Conjurer Spell Script 75% Complete
Soul Gem Conjurer Activator Script 50% complete
Soul Gem Combine Spell Script 100% Complete
Soul Gem Combine Actavator Script 100% Complete
Soul Gem Discharger Spell Script 100% Complete
Soul Gem Discharger Actavator Script 100% Complete
Leveled List 100% Complete
Containers 100% Complete
Custom Area 0% Complete



Soul Gem Discharger:

This spell was created for the sol purpose of discharging all the soul gems you find through out the game that already have souls in them of a lower grade then of the soul gem they are trapped in.

Combine Soul Gem:

This spell was created to combine like soul gems into a more powerful Version

Transmute Soul Gem:

This spell is created in which you channel a certain amount of health fatigue and magicka into a Silver Nugget based on what type of Soul Gem you want to create. Petty soul gems take the least amount as Grand Soul Gems take the most.
*Note: Since there is a quest for the Black Soul gems in which you can use the alter as many times as needed to make more I left them out from the transmute process.

Transmute Welkynd Stone:

This spell is created in which you channel a certain amount of health fatigue and magicka into a Common Soul Gem creating a Welkynd Stone

Transmute Varla Stone:

This spell is created in which you channel all of health fatigue and magicka into a Grand Soul Gem creating a Varla Stone


I have also Updated the OP with this information.
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Adam Porter
 
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Post » Fri May 27, 2011 6:17 am

Another Progress report
Welkynd Stone Conjurer Spell Script 100% Complete
Welkynd Stone Conjurer Activator Script 100% Complete
Varla Stone Conjurer Spell Script 100% Complete
Varla Stone Conjurer Activator Script 100% Complete
Soul Gem Conjurer Spell Script 100% Complete
Soul Gem Conjurer Activator Script 100% Complete
Soul Gem Combine Spell Script 100% Complete
Soul Gem Combine Actavator Script 100% Complete
Soul Gem Discharger Spell Script 100% Complete
Soul Gem Discharger Actavator Script 100% Complete
Leveled List 100% Complete
Containers 100% Complete
Custom Area 0% Complete
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Dark Mogul
 
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Post » Thu May 26, 2011 11:21 pm

This is sounding good, I definitely think I'll try this out once it's released. Keep up the good work and thanks for working on this! :)

CK
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Loane
 
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Post » Fri May 27, 2011 12:56 pm

well you're a fast scripter... looks nice. need any custom models for your custom area?
Pacific Morrowind
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Kayla Bee
 
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Post » Thu May 26, 2011 11:58 pm

Just FYI, there is a mod that adds an altar to transmute soulgems into higher forms. The altar is called Phasma-calculi (or similar) and it's placed at Arcane Uni. If you need inspiration or script comparison...
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Your Mum
 
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Post » Fri May 27, 2011 2:13 pm

well you're a fast scripter... looks nice. need any custom models for your custom area?
Pacific Morrowind

I am a script writer not a artist lol unless someone wants to help by making the area

Just FYI, there is a mod that adds an altar to transmute soulgems into higher forms. The altar is called Phasma-calculi (or similar) and it's placed at Arcane Uni. If you need inspiration or script comparison...

I wrote this script back in 2006 and ony released it as a resource
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Heather Kush
 
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Post » Fri May 27, 2011 1:56 am

I am looking for someone if anyone is interested,. I need someone to design a Dungeon with the Ayleid theme like a lost Ancient Ayleid City.
I am planning on writing more scripted spells. the exact number will be what every is requested at this point that will stay in lore with the Ayleid culture.
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Laura-Lee Gerwing
 
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Post » Fri May 27, 2011 3:10 am

I Am currently working on the area for the new script spells to be found so far I have it at about 5% complete.

The area will be comprised of about I would say 10 levels underground.
Right now i am on working on the design by copying a random Ayleid Ruin and creating a link to the area by creating a custom cell.
and such.
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Neliel Kudoh
 
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Joined: Thu Oct 26, 2006 2:39 am

Post » Fri May 27, 2011 11:03 am

Here is a progress report for the Custom Area.

Right now as it stands while i am building this area i am up to 12 interiors and counting.
As I build on to the lost Lost Ancient Ayleid City, It Construction becomes more and more complex as I work on the state of the City making it one huge underground city.
I am hoping for a BETA Release by the end of the week once I get the City Built completely Then I will work on incorporating the new spells into Different Parts of the City.
I will be adding in a new spell called Escape which will transport you to the entrance a nice little addition that will save you a trip out of any dungeon, ruins cave, or mine without having to walk all the way back.
I would say that I am about 50% complete with the City mostly connecting all the interiors together and expanding on to them as needed as i feel a need to add a fork and more material to the design.
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Andy durkan
 
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Post » Fri May 27, 2011 11:51 am

Today's Final progress report:

Custom Area 100% Complete
6 Custom Spell Tombs 0% Complete
6 Custom Spell Tombs Scripts 0% Complete
Escape Spell script 100% Complete



Escape Spell:
This spell when cast takes the user to the beginning of the dungeon they are in.
*Note: some quest may break if used in them so take this in account when in a quest zone in which you are suppose to be trapped

Tomorrow I will work on the spell tombs and the corresponding scripts.

After that it will just be a matter of placing the tombs through out the Dungeon.

If things go as planned I should have the BETA out tomorrow.

The Lost City area is over 21 CELL Records long so exploring this area will not be a one trip wonder it will take you days to explore it fully.

This project should bring in a few aspects that the Original Game is missing.

I am trying to keep it as balanced as possible and once the open BETA is released and Bug reports start coming in I will be able to adjust the scripts as needed and bust any bugs as needed.
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Alyesha Neufeld
 
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Post » Fri May 27, 2011 3:27 am

Looking good!

In my game there seem to be a perpetual "out of stock" with greater soul stones - oh, they got grand ones laying around on the floor but not a greater stone in sight :blink:
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Flash
 
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Post » Thu May 26, 2011 10:57 pm

IT IS NOW released please go to http://www.gamesas.com/bgsforums/index.php?showtopic=1048026 for further support and download
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Brian Newman
 
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