Am I hallucinating? I thought vampires did turn to ash-pile

Post » Sat Nov 17, 2012 7:09 am

So I did not think I was going to have to add this, but evidently the vampires in Skyrim do not turn to ash on death?

I could have sworn they did. But I am suffering with a serious lack of sleep from an neck injury (long story but I am sure I will live) so maybe I am not remembering this right?

So what would be the easiest way to attache the death to ash sequance to the vampiers? I already pu my own spell on the vampires for sun damage per the light level (more damage with more sunlight) so I could do it in that spell, but how is this death to ash thing done in the game?
User avatar
Code Affinity
 
Posts: 3325
Joined: Wed Jun 13, 2007 11:11 am

Post » Sat Nov 17, 2012 12:09 pm

I think what you might have seen with the vampires turning to ash was a dead vampire resurrected via one of the like spells by another in the area - it has happened to me a few times. As for a death script, using my minimum knowledge of the kit, perhaps a look at the spell scripts for the various resurrect spells (as i know they have an effect to turn bodies into ash once their timer runs out or the corpse affected dies) could help figuring that out (I am away from my usual setup so I can't check it myself). My apologies if I am mistaken.
User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Sat Nov 17, 2012 10:02 am

ok I found this script:


Scriptname ReanimateAshPile extends ActiveMagicEffect {Scripted effect for on death ash pile}import debugimport FormList;======================================================================================;;  PROPERTIES  /;=============/float property fDelay = 0.75 auto		 {time to wait before Spawning Ash Pile}float property fDelayEnd = 1.65 auto		 {time to wait before Removing Base Actor}float property ShaderDuration = 0.00 auto		 {Duration of Effect Shader.}Activator property AshPileObject auto		 {The object we use as a pile.}EffectShader property MagicEffectShader auto		 {The Effect Shader we want.}Bool property bSetAlphaZero = True auto		 {The Effect Shader we want.}FormList Property ImmunityList auto		 {If the target is in this list, they will not be disintegrated.}Bool property bSetAlphaToZeroEarly = False Auto		 {Use this if we want to set the acro to invisible somewhere before the effect shader is done.}Keyword Property ActorTypeDaedra  Auto Keyword Property ActorTypeFamiliar  Auto bool Property AshPileCreated  Auto ;======================================================================================;;  VARIABLES   /;=============/actor Victimrace VictimRacebool TargetIsImmune = False;=============;   FUNCTIONS /;=============bool function IsSummoned()if Victim.HasKeyword(ActorTypeFamiliar) || Victim.HasKeyword(ActorTypeDaedra)  return true; ;  debug.trace("ReanimateAshPile: IsSummoned True")else  return false; ;  debug.trace("ReanimateAshPile: IsSummoned False")endIfendFunctionbool function TurnToAsh()  trace("victim just died")  victim.SetCriticalStage(Victim.CritStage_DisintegrateStart);  victim.SetAlpha (0.99,False)  if MagicEffectShader != none   MagicEffectShader.play(Victim,ShaderDuration)  endif  if bSetAlphaToZeroEarly   victim.SetAlpha (0.0,True)  endif  utility.wait(fDelay)	  Victim.AttachAshPile(AshPileObject);  AshPileRef = AshPileObject;  AshPileRef.SetAngle(0.0,0.0,(Victim.GetAngleZ()))  utility.wait(fDelayEnd)  if MagicEffectShader != none   MagicEffectShader.stop(Victim)  endif  if bSetAlphaZero == True   victim.SetAlpha (0.0,True)  endif  victim.SetCriticalStage(Victim.CritStage_DisintegrateEnd)endFunction;======================================================================================;;   EVENTS	 /;=============/Event OnEffectStart(Actor Target, Actor Caster)victim = target;  debug.trace("ReanimateAshpile: victim == " + victim + ", is this right?")if Victim.IsCommandedActor() == True && IsSummoned() == False  TargetIsImmune = Falseelse  TargetIsImmune = TrueendIfEndEventEvent OnDying(Actor Killer); ; debug.trace("ReanimateAshPile TargetIsImmune:" + TargetIsImmune)if TargetIsImmune == False && AshPileCreated == False  TurnToAsh()  AshPileCreated = TrueendifEndEventEvent OnEffectFinish(Actor Target, Actor Caster)if TargetIsImmune == False && AshPileCreated == False  TurnToAsh()  AshPileCreated = TrueendifEndEvent


BUT no where in this script does it move items from the victim to the ash pile.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Sat Nov 17, 2012 1:53 pm

This could work but some how I need to get the ashpile as an object ref to move to. Maybe cell walking with SKSE?


ActorRef.RemoveAllItems : Function RemoveAllItems(ObjectReference akTransferTo = None, bool abKeepOwnership = false, bool abRemoveQuestItems = false) native
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Sat Nov 17, 2012 9:12 am

You actually don't -- it's a little complex, but what the effects do when an actor turns to ash is they become transparent and "destroyed" (you can't activate them and if you move the crosshair over them, they don't show a name), and by activating the ash pile, you sort of open the actor's inventory instead.

Look at the "DefaultGhostScript:.
User avatar
LittleMiss
 
Posts: 3412
Joined: Wed Nov 29, 2006 6:22 am

Post » Sat Nov 17, 2012 8:55 am

I was wondering if that was the case because of the alpha set to zero thing and the attach to node part of the script. Wow, so being attached to the actor node opens the actors inventory when the pile is activated? :blink:

I will just try it, my head hurts too much to over think this if it will just work.

Thanks guys!


You actually don't -- it's a little complex, but what the effects do when an actor turns to ash is they become transparent and "destroyed" (you can't activate them and if you move the crosshair over them, they don't show a name), and by activating the ash pile, you sort of open the actor's inventory instead.

Look at the "DefaultGhostScript:.
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Sat Nov 17, 2012 12:34 pm

Vampires have vampire ash in their inventory when they die, but don't turn totally to ash. In fact, it would be nice to have a mod that made them do that.
User avatar
Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm


Return to V - Skyrim