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  1. xAbyssAssassinx
    xAbyssAssassinx
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    A kind of cool idea for this: you could make a "ghost" version of the player's character come out of their body and have it fly back until it's behind the camera, then that's when the fly cam activates. Kinda like an astral projection thing. It would make it a little more lore friendly and immersive than the camera immediately switching over to the fly cam.
  2. smatthews189
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    Far too much to hope i suppose, but I'm guessing that due to the toggle on/off nature of the tfc command there's no way to use other spells in freecam mode? Oh to fly round as a spectral presence and wreak illusion havoc whilst my body sits safe and sneaking elsewhere!
    1. UlithiumDragon
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      It's not impossible to do something like that, although the biggest problem would be to make it so you couldn't see your body, since you would technically be controlling your body still. You can make it seem like this by scripting the use of the "tcl" command, spawning a clone of your body (the player has the unique ID of 14, and that NPC code becomes whatever you made your character look like), checking what armor and weapons you have equipped at the time and adding and equipping them to the copy (since the copy will have no items), then setting a timer or a toggle that will teleport you back to the copy and delete it.

      I don't feel like trying to do this right now, since it would be a pain to try and figure out the timing of spawning and deleting the copy, and how to hide your hands, because even if I forced first person mode while "out of your body", you would still see your character's hands. The best I can think of would be an invisibility visual that didn't break on combat start, but you would still see the outline of your hands...

      This is a theoretical outline on how this could be done - I'm not really in the mood to do something like this right now...
    2. UlithiumDragon
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      Oh, and I don't know exctly how they scruipted the "tfc" command, but I suspect it's something like this:

      -spawn a dummy acctor consiting of just a single ccamera node and no meshes or textures
      -turn clipping off with "tcl"
      -turn your character's AI off with "player.tc" (so you don't start running around)
      -transfers control of the dummy camer actor to you with "tc"
      -turns off your controls other than movement with "disableplayercontrols"

      ...which would explain both why you can't do anything other than move in free cam mode and why no cells will load if you fly too far from your character. I'm only mentioning this to highlight how impossible it would be to create a castable free cam mods. Even if it wasn't a hardcooded aspect of the game, whatever you have control of with "tc" has no animations or any other means to attack.
    3. UlithiumDragon
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      Actually, scratch this entire idea - having clipping turned off means both that all actors won't be able to move, and all projectiles (even spells) will have no collision and pass right through your targets.

      You would need a collision-based flying model, and the only known way to do that is with invisible platforms, and I'm NOT going to try and get those working (I would certainly fail as well).
    4. smatthews189
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      Thanks anyway for giving it so much consideration, an excellent mod either-which-way!
  3. lasse1001
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    Jiihaaa, i am free like an eagle! I tweaked your spell to be a lesser power instead, and now i can i fly away and take a sneakpeak ahead with just a flick of a (Power) button. Thank you sooo werry much for this nice addon. +1
    1. UlithiumDragon
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      Thanks, I don't have any problem if you feel like releasing it either, as long as you give me and the author of PapyrusUtil credit.

      I'm kind of a perfectionist, and any complex idea mods I try to make never get finished, so when I have an idea that can be done quickly, I tend to rush it a bit before I start nitpicking. :<
  4. reyzark
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    now that a nice feature, just need some adjustments, it should be a very hight lvl spell for what it does, there should be limitations of the spell's reach and it shouldnt go cross physical barrier like a wall or the ground.
    1. UlithiumDragon
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      While I can increase the spell cost and make it a master level spell, the rest of what you said is not so easy: as this literally goes off of the "tfc" command, which only options are toggle on and toggle off, I cannot realistically put a range on it... Well, I can try to put a timer on it I suppose... But there's no realistic way to turn on collision: even if I were to do something like instead of using the "tfc" command, creating an invisible actor and switch player control to it, it would just walk around like you normally do, and if I made it be able to "fly", it would have the same problem: collision would have to be turned off. The only person I know who made a mod that allowed flight but kept collision on was the guy who did that royal vampire lord perk overhaul. I can ask him, but as I followed his mod before there was collision, it sounded like it took him a long time to figure it out.

      What do you think is a decent time limit? I can do something like lower the flying speed by 1/4, and give it a 10 second timer? Sound good?

      Also, a friend pointed out to me that I can force third person mode before toggling fly cam, so that should help with the first person mode issues. It wouldn't be very hard either to add a condition that sets you back into first person mode if you started that way, too.

      EDIT: I should add that I tried to put this as a constant channeling effect where you have to keep casting and draining magicka to use it, but as it just has a toggle on/off state, I couldn't figure out how to do this...
    2. deleted5400515
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      I should tell you that there was an unfinished spell in Daggerfall called "Wizard Sight" that apparently did something similar. When I learned of that, it was what made me decide to search for a mod like this. I think it's good to make it so that it lasts 10 seconds and speed is lowered. That's exactly what I wanted out of a mod like this.

      It would also be immersive (and functional) to give it a night eye effect. An idea for how the spell could work if an NPC casts it (to account for certain follower mods, and ASIS) is for them to immediately detect people in a certain radius, even through walls, unless they are invisible. Although if it isn't possible to put it in their AI to cast it when they hear something and are looking for it, there's no point.

      I think instead of giving it to some guy in the wilderness, it should be sold by Drevis or put in the leveled lists for spell tomes. I think "Adept" or "Expert" might be a sufficient level.

      And also, the flight feature of the Royal Bloodline mod used assets from J3X's mod "Flyable Broomstick". (nexusmods.com/skyrim/mods/19069/) As you can see it has rather free permissions so you could easily use that.
  5. Hessa
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    Okay i change my question a bit, so i have my own batch file, but i want to execute my bat file via a spell, not by console. How do i suppose to script it? Thanks.
    1. UlithiumDragon
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      Unfortunately, the command set using by the in-game console is very different than what's used by Papyrus (Skyrim's scripting language). Some things can be done, and others can't. For example, I could NOT have made this mod without the papyrus utility plugin that I listed as required. Things like adding spell and items you can do, but other things you can't (i.e. I don't think they're a papyrus equivalent of "setnpcweight", or "sexchange"). With regards to simply adding an item, you would need to create a script that would be something like this:

      ========================================
      Scriptname MyScript Extends MagicEffect

      ObjectRef ThisItem Propperty Auto

      Event OnEffectStart(Actor akTarget, Actor akCaster)
      Game.GetPlayer().additem(ThisItem 5)
      EndEvent
      ==========================================

      Note: My papyrus skills are super rusty, and I always hated it as a language anyways, so odds are that some of the syntax is wrong. I suggest reading up on how to do this properly here: http://www.creationkit.com/OnEffectStart_-_ActiveMagicEffect
  6. Hessa
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    Wow! Finally i met someone who mods exactly like i want! Can you teach me how to trigger a console command into a spell?? E.g: i want to 'player.additem xx00012 1" as a spell? Or 'setav.shoutrecoverymult 0'' into a spell? So i dont have to unnecessarily pause the game., How do i create the script in ck?? Im gonna be very thankfully if you also make the video tutorial.. Please3x hehe,,
  7. Tomzo711
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    I've been waiting for a mod like this for some time. I have some ideas that may be of use to you.

    For starters you may want to look at Bat Travel Vampire Power - http://www.nexusmods.com/skyrim/mods/21689/?
    It may have some thing within that would be helpful to you.

    Also the way I would like to see a mod like this done is via "Astral Projection" where the casters soul physically leaves the body and they are able to wonder.

    As far as limits to the spell have you thought about having the spell constantly drain magicka? Have it either toggle, where you cast it and you are in that form and your magicka is constantly draining until you cast it again. When you cast it the second time the effect ends and your sent back to your body, or where you originally cast it from. Or you could have it as a constrate type spell where the player is required to hold the cast button and when it is released your sent back just as toggle. Possibly have a option of which you would rather use.

    Another thing you may want to consider (not sure if you have already done this) but have the player's "spirit form" invisible and muffled so that you can not be attacked but also disable the players ability to attack. Also a neat screen shadder would be cool. Like when you use night eye or Orc rage, this one could be grey or something.
    1. UlithiumDragon
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      I already tried to do a concentration type constant drain of magicka. Like I said, it can't be done with the "tfc" method, as it's only options are either toggle on or off. You can keep channeling all you want, but even if you run out of magicka you won't be returned to your body.

      What you're suggesting may require more work than I have time for at the moment, but I will look into it. I should also point out that I'm only semi-sufficient at papyrus scripting still, so it depends on how complicated it is to do.

      EDIT: I had a look at the mod you linked, and it has the same problem: it has to turn collision off when flying. The only reason I would attempt to duplicate such a complicated scripted effect would be if it solved the running through walls effect the "tfc" currently has.
    2. Tomzo711
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      Hmm, instead of having the spell actually cost X magicka/sec (mps) have you tried having the spell have a secondary effect of drain magicka? Not sure if that effect is in the game but I know there's a drain health. You could set it to some number like Drain 10 MPS and set it up to where your magicka hits 0( or is insufficient, or your end the effect) TFC is is canceled and the drain effect is also canceled.
  8. rattail
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    Seems to very interesting. Few small tweaks and this will a game changer indeed.
    Thank you
  9. AdorableShadow
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    I'm surprised no one has thought of this until now; it's genius. Thank you.
    1. UlithiumDragon
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      That SKSE plugin utility, PapyrusUtil was released less than a month ago. Before that very talented modder made it, there was no real way to call console commands as papyrus scripts. I still have no idea how he did it - console commands are hard coded into the engine. I've been wanting to make this mod for years, I just didn't have the means to until now!