Need help with scripting spells that rescale players, npcs,

Post » Wed Jun 20, 2012 1:51 am

As I am sure you will be able to guess that I am new to scripting with Papyrus (more so as a whole), and need some advise as on how to approach making spells that resize players/npcs. My goal for the mod that I am trying to make, or one of them at least, is to make it where a player can cast a spell on either themselves or their target that rescale their size giving them that feeling of superiority when fighting dragons, giants, etc. One of the things that originally inspired this mod was the idea of sending in a giant chicken to fight a dragon. The problem I'm having is in my approach. I've read the Creation Kit Wiki (and various simplified web posts and videos) and understand the basic format of Papyrus, but I'm having problems understanding certain commands used by Papyrus as it seems to be explained in scripting jargon that I can barely make sense of. My question is more towards how to go about doing this, if I should make a line running off the console command "setscale" or not (if it is even possible), keeping in mind that I wish to make it to where the model's hitbox/collisionbox is scaled with the model as to avoid the arbitrary problem of seeing a player/npc "phase" through low bridges and ceilings. Also it's worth noting that I wish to change the damage and health of said npc/player, as well as "animate" the rescale as a smoothed out transformation as opposed to an instant resize of a model. Any tips, tricks, suggested programs, or links to mods that already approach this sort of endeavor (although I'd prefer someone's personal suggestion/walkthrough over a completed project as to futher my understanding of Papyrus/Creation Kit) is greatly appreciated because, as I said, I'm new to Papyrus' script! :biggrin:
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brenden casey
 
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Post » Wed Jun 20, 2012 8:31 am

Unfortunatly, there are issues with the SetScale(float N) function, which is more or less the scripting way of resizing something.

You can make something LOOK bigger or smaller, but it's not REALLY bigger or smaller. For example, if you shrank a dragon down with SetScale(0.25) (1/4 it's normal size) it would LOOK like it was about horse sized, but it's collision box would be the same as ever.

I've been hoping they'll fix that for a while now, but so far nope.

You could make a new Race for each type of creature you want to resize...changing race recomputes collision data...but that's a whole lotta races to create if you want to try to be comprehensive.
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David John Hunter
 
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