[RELz] Sun Damage Fix and Spells

Post » Wed Aug 18, 2010 3:59 pm

Caldfir's Sun Damage Fix v0.11
Caldfir@hotmail.com
http://www.tesnexus.com/downloads/file.php?id=34051

Requirements:
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http://www.tesnexus.com/downloads/file.php?id=31981
http://obse.silverlock.org/
Oblivion v1.2.0416 (or whatever is required by OBME)


Description:
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This plugin fixes the vanilla "Sun Damage" effect by replacing it with a script that does what the original was SUPPOSED to do. It now properly damages NPCs as well as the player, is castable, and enchantable. In all other regards, the damage should exactly mirror the original. Try luring some NPC vampires outside!

Included is a small mod that uses this resource to add some spell tomes to "The First Edition" in the market district.

Installation and Play:
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Unzip to your Oblivion Data directory. Enable the .esps

Enable CALSUDG.esp to enable the new sun damage effects. (This should always be loaded - it is kinda the point of the mod.)

CALSUDGPlugin.esp adds a set of tomes for sale to "The First Edition" in the market district (the tomes must be activated from your inventory to learn the spells). The two file folders (meshes and textures) are only required for this module.

Each .esp file may be enabled or disabled independently without ill effect, except that without CALSUDG.esp loaded, all spells and enchantments utilizing sun damage will use the default handler, and thus be dumb. For use as a modder's resource, see below.

Conflicts:
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This mod will conflict with any other that modifies the sun damage magic effect SUDG (which, at the time of writing, I believe to be exactly nothing). It should conflict with NOTHING ELSE.

Permissions:
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Feel free to modify whatever you need from this mod for your own purposes, however if you wish to simply add items to the game enchanted with sun damage, please simply link to my mod page on TES NEXUS in stead. Please read the section on "use as a modder's resource" section below.

Use as a Modder's Resource:
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Hello fellow modders. I see you're interested in adding sun damage effects to your own spells. Good news! It is very possible, and extremely stable (non game-breaking) to do so. Just link to my mod (remembering to specify that it is CALSUDG.esp that is required)

Simply follow the steps outlined below for each sun damage effect you wish to add:
  • Create the magic item you want as normal, but rather than "sun damage" use another effect in its place (I recommend "fire damage" because it has a similar cost). Do whatever you would normally do with your spell/enchant and save your mod with the desired levels.
  • Open your mod in a utility like http://www.tesnexus.com/downloads/file.php?id=11536.
  • Navigate to your desired spell.
  • Change the desired effect from "Fire Damage" to "Sun Damage"

And you're done! A word of caution - if you open up your mod in the CS and open up your magic item, you may get a very serious sounding error message about the type of affect applied and it will try to force you to change it. Disregard this. The CS is just nannying you.

On completion, your mod will have no explicit dependency on mine, and will load without it in the game without complaint, however your sun damage effects will DO NOTHING to the health of anyone but the character, and even then may behave erratically (blame the original implementation for being buggy as all hell).

Credits:
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Many thanks to Bethesda for Oblivion and the CS.
The entire OBSE team. Working hard to make crazy things possible.
This mod could not be possible without JRoush and OBME. Best mod ever.
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Wed Aug 18, 2010 9:46 pm

Yess! Finally I've been waiting for this. Now all my vampire mods can have vampires that properly die if I lead them out into the sun.

1 question, do they flee back into the cave? or do they always fight till they burn to death?
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Thu Aug 19, 2010 12:39 am

I don't think they flee back into the cave on their own - that's another pretty daunting scripting task on its own.

If, however, they are in combat with you, and you lead them out into the sunlight, depending on their AI they may choose to flee, and NPCs often flee into other cells, so it is entirely possible that it might happen on its own.

It is something I would definitely like to include sometime though (if I can ever figure out how to get something to "flee to previous cell")
User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am


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