Script activator to add spells, add player to a faction then

Post » Fri Feb 22, 2013 10:36 am

Okay so I finally came up with an idea of how to add more unique vampire clans, simply add in three activators, each activator listing the vampire clan name. For the sake of simplicity I might use a stone if my modding ability is limited to that, but I strongly suspect if I can make a script for this, that I can easily apply it to bottles of vampiric blood which would make far more sense. I'm 99% if it worked it would add more vampire clans, and be compatible with other vampire mods.

The activators would appear as the following... Quarra blood, Aundae Blood, and Berne blood. Every activator would add the spell constant effect 11ALectraVampirism, which would make the character a slightly better warrior/mage/thief whatever the term, giving 30 additional magicka/stamina/health, slight resist damage, and slightly higher damage. All activators would require the player be a vampire to be able to use them.

The Quarra activator would be called Quarra blood add 11ALectraVampirismQuarra 11ALectraQuarraBerserk The first giving an additional 100 hp, 150 additional carry capacity, and 10% more melee damage, 10% resist damage, the second being power that is a weaker version of the orc berserking ability. In addition to that, the player would be added to the custom added Quarra faction, and be unable to ever use the other two activators.

The Berne activator would be called Berne blood add 11ALectraVampirismBerne 1ALectraBerneAdrenaline the first which would give 5% more melee damage, 10% improved sneaking, 100 more stamina, 15 stamina regen, and the second giving a lesser version of the redguard adrenaline rush ability. In addition to that, the player would be added to the custom added Berne faction, and be unable to ever use the other two activators.

The Aundae activator would be called Aundae blood add 11ALectraVampirismAundae increasing magicka by 100, and adding 20 fortify destruction, and the Aundae only
1ALectraAundaeHealth Absorb which would cost 85 magicka and absorb 46 HP a second. In addition to that, the player would be added to the custom added Aundae faction, and be unable to ever use the other two activators.

Obviously the ID names of these spells are to navigate to them easier, and would would be different than the ingame spell names. Finally, this would all be added as an additional feature in another mod I'm working on, I would add them as an additional feature to a world space I made for another mod, with the Berne living under a populated village of non vampires who don't even know they're there, the Quarra using their brute force tactics not even trying to bother hiding other than to avoid the sun, and having a corpse littered entry, and the Aundae would be the most reclusive. Being that it would be located at a remote island that has a slight resemblance to Morrowind it would also make more sense lore wise in addition to being more compatible with other mods that modify exteriors.

Depending on how complex the scriping process is, I might or might not add this additional feature... Anyways can anyone please help with the scripting? As I'm completely overwhelmed by this specific scripting idea. Sorry for the wall of text.
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Taylah Illies
 
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