Let's say I want to create a poltergeist-ish monster that is some floating armor with a weapon. I suspect this will require some 3D mesh editing which I have very little experience with, so some guidelines would help.
I assume what I'll need to do is first make a new race. The regular humanoid animations should suffice, so I'll base it on that body model but make the mesh essentially empty or invisible, with armor rigged over the non-existant body. Is that right or did I miss something important?
I think mofomojo created something exactly like this for the mod he's working on. You can try asking him how he did it.
3) Can someone explain the Spell.Cast() function in detail? Specifically, does the caster have to know the spell, have the magicka required, or be looking at the target? How would one go about using Spell.Cast() to force a random actor (retrieved with findrandomactor) to cast a shout type cone aoe spell in the direction they are looking, irregardless of what vanilla actor the actor is?
The caster does not have to know the spell, does not need the magicka required. If the spell is an aimed spell, and the caster is an actor, then the caster needs to be looking at the target.
Spell property MySpell auto;;;;Actor RandomNPC = Game.FindRandomActor(Game.GetPlayer().X, Game.GetPlayer().Y, Game.GetPlayer().Z, 1024.0)MySpell.Cast(RandomNPC)
4) What is the best way to implement SetRace() to force a PC Level Mod enabled summoned actor's stats to be recalculated, since summoned actors are not always present, how would one go about using SetRace() on a reference of that actor whenever the player levels up?
I would simply add a script to the actor that uses its OnLoad event.
Scriptname ExampleScript extends ActorRace property DummyRace autoRace OriginalRaceAuto State Waiting Event OnLoad() OriginalRace = GetRace() GoToState("Busy") SetRace(DummyRace) SetRace(OriginalRace) GoToState("Waiting") EndEventEndStateState Busy Event OnLoad() ;do nothing EndEventEndState