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Posted

Does anyone know if there is a mod so that when you shoot an arrow or fire a staff spell the camera automatically switches from 3rd person view to 1st person view?

Posted

I don't remeber any, but with OBSE it shouldn't be so hard to make one. Using events like OnAttack and OnBowAttack would be ideal for this.

Posted
6 hours ago, RomanR said:

I don't remeber any, but with OBSE it shouldn't be so hard to make one. Using events like OnAttack and OnBowAttack would be ideal for this.

Thanks for the reply, but I can only work with .esp plugins and other files... I still haven't learned how to create a script for the OBSE, I saw that there was a combat mod that had this change... that when you shoot with the bow in third person it automatically switches to first person... I just wanted that... the camera change...but that it also worked for staffs too!!!

Posted (edited)
16 hours ago, 3DTheft said:

Thanks for the reply, but I can only work with .esp plugins and other files... I still haven't learned how to create a script for the OBSE, I saw that there was a combat mod that had this change... that when you shoot with the bow in third person it automatically switches to first person... I just wanted that... the camera change...but that it also worked for staffs too!!!

Do you know the basic work with Construction Set? I made such scripts yesterday and tested them to work. If you can't, I can upload completed and tested esp, if you are interested.

As for scripts...

Spoiler
scn RomRBowStaffFirstPersonQST
float fQuestDelayTime
short switch

begin MenuMode 1044
	set fQuestDelayTime to 0.05
	if GetGameRestarted
		SetEventHandler "OnAttack" RomRBowStaffFirstPersonHandlerStaff
		SetEventHandler "OnBowAttack" RomRBowStaffFirstPersonHandlerBow
		;Message "First person bow and staff: Handlers registered."
	endif
end

begin GameMode
	set fQuestDelayTime to 0.15
	if switch != 0
		ToggleFirstPerson 1
		set switch to 0
	endif
end

 

First one is main quest script. Quest was named RomRBowStaffFirstPerson and was given priority 100. Define quest and make this script first, however at this stage comment both SetEventHandler commands, as handler scripts aren't made yet and to avoid error messages while saving.

Now you can make handler scripts:

Spoiler
scn RomRBowStaffFirstPersonHandlerBow
ref actor

begin function { actor }
	if actor == playerRef
		if IsThirdPerson && RomRBowStaffFirstPerson.switch == 0
			set RomRBowStaffFirstPerson.switch to 1
		endif
	endif
end

 

scn RomRBowStaffFirstPersonHandlerStaff

ref actor
ref weapon
int type

begin function { actor }
	set weapon to 0
	set type to -1
	if actor == playerRef && actor.IsCasting == 0
		let weapon := actor.GetEquippedObject 16
		if weapon != 0
			let type := GetWeaponType weapon
			if type == 4
				if IsThirdPerson != 0 && RomRBowStaffFirstPerson.switch == 0
					set RomRBowStaffFirstPerson.switch to 1
				endif
			endif
		endif
	endif
end

 

Both handlers make needed checks and they set switch quest variable to 1, if conditions were met. Switching to first person straight in them will create a glitch, so I was forced to use external means. After saving them (quest was already defined, so you shouldn't meet any error message) open a quest script again and uncomment both SetEventHandler commands and save it (as now both handler script are created, saving shouldn't give any error message). Now all that remains is to save plugin and activate it. 

Note: These scripts are using general means, so you don't need to load any master file before creating this small mod. As a result a created esp will be masterless too.

Edited by RomanR
typos
Posted
10 hours ago, RomanR said:

Do you know the basic work with Construction Set? I made such scripts yesterday and tested them to work. If you can't, I can upload completed and tested esp, if you are interested.

As for scripts...

  Hide contents
scn RomRBowStaffFirstPersonQST
float fQuestDelayTime
short switch

begin MenuMode 1044
	set fQuestDelayTime to 0.05
	if GetGameRestarted
		SetEventHandler "OnAttack" RomRBowStaffFirstPersonHandlerStaff
		SetEventHandler "OnBowAttack" RomRBowStaffFirstPersonHandlerBow
		;Message "First person bow and staff: Handlers registered."
	endif
end

begin GameMode
	set fQuestDelayTime to 0.15
	if switch != 0
		ToggleFirstPerson 1
		set switch to 0
	endif
end

 

First one is main quest script. Quest was named RomRBowStaffFirstPerson and was given priority 100. Define quest and make this script first, however at this stage comment both SetEventHandler commands, as handler scripts aren't made yet and to avoid error messages while saving.

Now you can make handler scripts:

  Hide contents
scn RomRBowStaffFirstPersonHandlerBow
ref actor

begin function { actor }
	if actor == playerRef
		if IsThirdPerson && RomRBowStaffFirstPerson.switch == 0
			set RomRBowStaffFirstPerson.switch to 1
		endif
	endif
end

 

scn RomRBowStaffFirstPersonHandlerStaff

ref actor
ref weapon
int type

begin function { actor }
	set weapon to 0
	set type to -1
	if actor == playerRef && actor.IsCasting == 0
		let weapon := actor.GetEquippedObject 16
		if weapon != 0
			let type := GetWeaponType weapon
			if type == 4
				if IsThirdPerson != 0 && RomRBowStaffFirstPerson.switch == 0
					set RomRBowStaffFirstPerson.switch to 1
				endif
			endif
		endif
	endif
end

 

Both handlers make needed checks and they set switch quest variable to 1, if conditions were met. Switching to first person straight in them will create a glitch, so I was forced to use external means. After saving them (quest was already defined, so you shouldn't meet any error message) open a quest script again and uncomment both SetEventHandler commands and save it (as now both handler script are created, saving shouldn't give any error message). Now all that remains is to save plugin and activate it. 

Note: These scripts are using general means, so you don't need to load any master file before creating this small mod. As a result a created esp will be masterless too.

I'm sorry, I know it can be a lot of work for you, but in the Construction Set I only know how to place NPCs, boxes, structural changes... if you could create an .esp file I'd be grateful... but only if it's not too much work for you.

Posted
10 hours ago, RomanR said:

Do you know the basic work with Construction Set? I made such scripts yesterday and tested them to work. If you can't, I can upload completed and tested esp, if you are interested.

As for scripts...

  Reveal hidden contents
scn RomRBowStaffFirstPersonQST
float fQuestDelayTime
short switch

begin MenuMode 1044
	set fQuestDelayTime to 0.05
	if GetGameRestarted
		SetEventHandler "OnAttack" RomRBowStaffFirstPersonHandlerStaff
		SetEventHandler "OnBowAttack" RomRBowStaffFirstPersonHandlerBow
		;Message "First person bow and staff: Handlers registered."
	endif
end

begin GameMode
	set fQuestDelayTime to 0.15
	if switch != 0
		ToggleFirstPerson 1
		set switch to 0
	endif
end

 

First one is main quest script. Quest was named RomRBowStaffFirstPerson and was given priority 100. Define quest and make this script first, however at this stage comment both SetEventHandler commands, as handler scripts aren't made yet and to avoid error messages while saving.

Now you can make handler scripts:

  Reveal hidden contents
scn RomRBowStaffFirstPersonHandlerBow
ref actor

begin function { actor }
	if actor == playerRef
		if IsThirdPerson && RomRBowStaffFirstPerson.switch == 0
			set RomRBowStaffFirstPerson.switch to 1
		endif
	endif
end

 

scn RomRBowStaffFirstPersonHandlerStaff

ref actor
ref weapon
int type

begin function { actor }
	set weapon to 0
	set type to -1
	if actor == playerRef && actor.IsCasting == 0
		let weapon := actor.GetEquippedObject 16
		if weapon != 0
			let type := GetWeaponType weapon
			if type == 4
				if IsThirdPerson != 0 && RomRBowStaffFirstPerson.switch == 0
					set RomRBowStaffFirstPerson.switch to 1
				endif
			endif
		endif
	endif
end

 

Both handlers make needed checks and they set switch quest variable to 1, if conditions were met. Switching to first person straight in them will create a glitch, so I was forced to use external means. After saving them (quest was already defined, so you shouldn't meet any error message) open a quest script again and uncomment both SetEventHandler commands and save it (as now both handler script are created, saving shouldn't give any error message). Now all that remains is to save plugin and activate it. 

Note: These scripts are using general means, so you don't need to load any master file before creating this small mod. As a result a created esp will be masterless too.

And thank you for your attention... for answering the messages and even making a script!!!

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