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MrSly
I usually use a Disrobe Spell to mark which bodies I've searched. Then I know where I've been.

My sons were showing me how they like to go into a house and trash it with Weak Fireball spells (due to it's area of effect).

This combined in my (not so stable) mind into a spell that would have a person "explode" with their items! It would basically work like this:

- unequip all items
- drop all items
- area of efect spell to scatter their belongings

I'm picturing walking through town, target someone, cast the spell, have the person literally erupt in a spray of their items flying all over the place!! laugh.gif
BobSob2020
QUOTE(MrSly @ Nov 6 2008, 05:12 PM) *
- unequip all items
- drop all items
- area of efect spell to scatter their belongings


-Area of the effect within the people are affected by that spell (maybe even including the player tongue.gif )

I've been thinking the same thing (I'd just hope that it could be possible to edit these at the altars too, but I presume that is bit too complex).

Also, since this spell would be rather effective in combat too (completely disarming the enemy), it would only be fair if (at least to attain this spell) one should expose oneself to the spell (cool goblin staffs are always welcome tongue.gif ).

I could come up with a story (that means only 'play'-script and reference tough, since I am not skilled to mod) regarding (or including) this mod, IF there is any interest of anyone modding this within a story. (magnitude of the story MAY be determined by the amount of interested modders/modellers/etc.)
MrSly
I was thinking that the area of effect would be small, just enough to toss their stuff about a room.

Yes, this spell COULD be used in battle, but that's not at all what I had in mind. Although, it would be fun to use it on some guards...

I'd be willing to help with the story as well. I've been known to spin a yarn or two. Of course the story would have to be something crazy and fun, like the spell.

Every time I think about this spell, I can't help picturing people "exploding". Brings a smile to my face every time!

BobSob2020
QUOTE(MrSly @ Nov 6 2008, 08:10 PM) *
Every time I think about this spell, I can't help picturing people "exploding". Brings a smile to my face every time!


I'm not sure (since I am not a modder... at least yet) how easy would it be to "push" the items dropped bit farther away (making it look cooler), but I presume that someone could be able to script NPC:s to "drop" their belongings as the player can drop them by going to inventory and clicking everything with sift pressed down (for modders: could this action be copied to NPC:s?). I believe that this would be moderately easier to do, but would still look as exploding at least with enough stuff to drop (yeah, by bro did decide to "explode" that way in a shop when he noticed that all the clay-bowls and stuff, that came with a house, where worthless, and I have to admit, dropping that much stuff looks rather cool).

Not that my babbling seems to change the world very much tongue.gif
MrSly
That's why I was thinking about having some kind of area effect spell to do the exploding portion, just like the weak fireball. Although, we wouldn't want to SEE the spell (fire/frost/whatever), just have the effect to scatter their belongings.
BobSob2020
I agree, but since the default of dropping is that one drops the item primarily in direction of the character, secondary bit left (or right), etc. until there is no more room in the direct existence next to the player, when the cycle starts again bit farther away until it comes the full circle etc.

What you would basically want to be done is to logn the items in the inventory of the NPC, delete them from the inventory, and finally randomly spawn the items in area or radius (and clear the logn).

If I'd be a modder I'd probably know which was easier, but I believe that since there already is an existing command line for dropping items, it would be easier to use. And as I think of it, it would not be possible to start from the other and evolve (regress) to another, since creating these two options are in quite different manner.

Unless of course the lines of action, that the player performs, could be copied from the player made action, and edited the manner of dropping the items (i.e. changing the positioning of the items to random), however, since the limitation for possible items to be dropped from the inventory is more or less relevant to the capacity of what the player may carry, I wonder if the radius of dropping items is limited (causing the placing of NPC-dropped-items to be unrealistically random).

Okay... anyone, tell me if the last part made any sense to anyone... smile.gif
MrSly
Ok, I've made a spell that unequips everything from the target. So far, so good, Nude People. Now I need to know how to loop through all of the items in the target's inventory so I can DROP them. I know I've seen it before somewhere, but can't remember where. It looped through the inventory, got the ID's, then the number of each item, then issued a "DROP ID Number" command.

Oh, and I don't want to have to use the OBSE for this. Trying to make it vanilla compatible.

Thanks for any help...
BobSob2020
QUOTE(MrSly @ Nov 10 2008, 11:01 PM) *
Ok, I've made a spell that unequips everything from the target. So far, so good, Nude People. Now I need to know how to loop through all of the items in the target's inventory so I can DROP them. I know I've seen it before somewhere, but can't remember where. It looped through the inventory, got the ID's, then the number of each item, then issued a "DROP ID Number" command.

Oh, and I don't want to have to use the OBSE for this. Trying to make it vanilla compatible.

Thanks for any help...


I am not completely sure how the mechanics work, but I think the game itself logs the inventories of the entities. Wouldn't that be possible to read the inventory ID of the NPC, and loop the contents of it.

However, I never imagined that this could be done without OBSE since I can't remember any vanilla NPC ever to drop anything, so I am assuming that the dropping command is only written for the player in the vanilla. However if there is such NPC action in the original game, you can use that for reference. As for looping the command on the inventory, could it be possible to use the same principle as you use for unequipping the NPC:s? The other option is to not to drop them, but to spawn the items, and then deleting the inventory. Somehow the looping trough the inventory seems so elementary basic to do, yet I can't get my finger on how to do it (I wonder if you could solve this problem by regressing temporary to newbie modder and rethink it therefore from different view. How do you initially loop any list? If there is one, or more, items in the inventory, read the ID of the first item in the inventory and drop it, then recheck the amount of the items in the inventory, since you already may unequip the apparel you have to know how to read the inventory, no? Although, this might also confuse you even more if you don't catch my drift on here... and besides I only know the theory of coding).

However, I just figured that this might have interesting effects on some NPC:s (for example daedra), that have their organs in their inventories. Would this spell kill them, or just ignore the organs (and maybe the quest items too, since otherwise it would become too easy to make some quests).
QQuix
Walking the inventory requires OBSE> see the WIKI page Walking Through Inventory Items

The Drop function is vanilla, but it needs the ID of the Base Object> “xNPC.Drop Apple 1”

And it places all droped objects at the same spot ahead of the NPC, a little above the ground. (check this YouTube video where an NPC drops 1000 item several different ways).

You would need additional, non trivial OBSE scripting to position the objects according to your goals .

There are some scripts that you may use as example and/or adapt in my Mod: QQuix Test Environment - Bloat V1_1

BobSob2020
QUOTE(QQuix @ Nov 11 2008, 05:07 PM) *
Walking the inventory requires OBSE> see the WIKI page Walking Through Inventory Items

The Drop function is vanilla, but it needs the ID of the Base Object> “xNPC.Drop Apple 1”

And it places all droped objects at the same spot ahead of the NPC, a little above the ground. (check this YouTube video where an NPC drops 1000 item several different ways).

You would need additional, non trivial OBSE scripting to position the objects according to your goals .

There are some scripts that you may use as example and/or adapt in my Mod: QQuix Test Environment - Bloat V1_1


I've just spent 9 minutes and 2 seconds watching an NPC dropping various items, I I don't feel... I feel... a... feeling, I suppose... is that normal? blink.gif

Anyhows, that leaves to the assumption that this mod will not be possible with pure vanilla (add chocolate in the blend). So, could it be possible to just spawn the items around the NPC and clear it's inventory of the items just spawned? This would bring up the possibility to use i.e. "ThespinningDaedricTrapThingieThatExplodesAndSeemsToNotHaveARecordOnAboutFor
heReferenceOfName" (the oblivion plane mines that activates when you pass them too closely) as a physics for the items replacing the shrapnels with the inventory (It'd look rather cool I think tongue.gif) if that is possible by any mean.
QQuix
Once you use OBSE’s to know what is in the inventory, you can do whatever you want (well . . .kink of)

In this case, spawning seems the most appropriate. You may create an algorithm to spawn the items in a circle around the NPC (in the video, I spread them as a ‘carpet’).

But the items will just fall to the ground around the NPC. I am not familiar with spells, so I don’t know if there would be some kind of spell that would push the items away from the NPC and give you the explosion effect you want.
BobSob2020
QUOTE(QQuix @ Nov 11 2008, 08:33 PM) *
Once you use OBSE’s to know what is in the inventory, you can do whatever you want (well . . .kink of)

In this case, spawning seems the most appropriate. You may create an algorithm to spawn the items in a circle around the NPC (in the video, I spread them as a ‘carpet’).

But the items will just fall to the ground around the NPC. I am not familiar with spells, so I don’t know if there would be some kind of spell that would push the items away from the NPC and give you the explosion effect you want.

Well, if the OBSE is required for the neat effect, then I presume there can be no choice sad.gif

Well, actually,it'd only have to create an invisible heavy blast that deals no damage just after spawning the items, but that would probably turn the spell hostile. However this should work, as I remember using destruction spells to move things around by blast (Ayleid stones, books etc.) Although, the shrapnels of the oblivion-trigger-bomb thingies seem to appear as moveable items, so could this still be used?

...and the image of a NPC rising from the ground, spinning wildly, until exploding it's inventory around, is created in my mind blink.gif
ihateregisteringeverywhere
It doesn't realy matter if the spell's hostile as long as the hostility's not aimed towards you. You could cast that 1hp giantblast fireball with something else.
WeirdnessMagnet
Your right, this sounds funny! Cant wait to shoot all the mage babes with this!!

Did you ever get the code you asked for to loop thru the inventory? I thought I saw that in some mod about changing clothes. Can't remember which one it was tho. Maybe I could look htrough all the clothes mods. or that might be a bit of overkill for me now. Maybe you could look through them. I'm pretty sure its in there somewhere.

Looking forward to hearing you have this one done!

thumbsup.gif
MrSly
No, I haven't. But I think you're right, I'm sure it's out there somewhere. I'll probably have to go look at some companion mods where they repair armor or some such thing to find the code to loop through the inventory. I just used the command UnequipAll to make the target nude. So I haven't used code to loop an inventory before. I might have some time this week to see what I can find. And as I recall, it wasn't very difficult, but I also can't remember where I saw it.

I'm thinking that if I just drop all of the target's items in front of them, I can use an area of effect spell to scatter them randomly. I think if I "created" the items outside of the target, then somehow "remove" them from their inventory, it would create save game bloat. I believe I read somewhere that using PlaceAtMe or the like actually adds something like 64bytes to the saved game. If a target has 10 items on them, it could increase the savegame size by 640bytes. I know, not a big deal, but do it to 500 targets with 10 items each, not you're talking 320K. Again, I'm not sure about any of this, just something I read somewhere. I think it's mentioned on the CS wiki page.

QQuix
In post #9 I gave you a link to the code.

You are right about the bloating: every item placed in the world uses ~70 bytes of savegame space.
And it does not matter if you use PlaceAtMe or Drop, as the bloating that is usually mentioned is related to the engine not removing those bytes after the item is removed from the game.

OBSE 16 will have a function to remove the items AND remove the record.

In your case, you should figure out a way to remove the items in such a way that those bytes are also removed.
I cant imagine how to do it without some fancy scripting and Pluggy.

I am not familiar with spells. Maybe you can cast a spell on each item that removes it after a few minutes, if the player does not ´pick it up.
MrSly
Wow, QQuix, I totally missed that link. I just saw the other ones! Thanks for the link. I'm sure I'll probably have to use OBSE for this. Not a big problem, just one more thing I'll have to learn. But I'll have to learn it at some point anyway... smile.gif

That's an interesting idea, casting an individual spell on each item. Otherwise, I don't have any idea how I'd get rid of each item. I guess I was thinking they would just disappear after 3 days. Maybe not.

Well, first steps first. I'll see what I can do to at least have the target drop each item first. Might be able to get to that this week.
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