How to Create New Shape Shifting Spells In Skyrim With The Creation Kit

(TIME IS RUNNING OUT. Find the truth in Christ now.)

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This is part 2 of my 2 part series on how to make monsters fully playable in Skyrim. In part 1, I covered how to fix the camera, enable melee attacks and create different variations of each monster race so you could play as every variation of each.

If you need to go back and read part 1 before you create a spell to shape shift into these monsters, click through the link: How to Play as Monsters In Skyrim

In this part, I will show you how to create a new shape shifting spell, step by step, that will turn you into the monster you made playable in part 1. I will also show you how to create a new spell tome out of that shape shifting spell and place it in a container such as a treasure chest where you can find it in game.

For this tutorial, all you will need is the Skyrim Creation Kit.

Let's get started!

Before We Get Started!

Before we get started and I show you how to make your own shape shiting spells in Skyrim, I would first like to announce that I just barely released the final version of my own Master Shape Shifter mod version 2.8.4. Watch the trailer for it below and, if you want, after the video post I'll list intructions on how you can download it yourself! :-]

Then after that, the tutorial will continue.

Master Shape Shifter Mod Gameplay

Download Master Shape Shifter Mod v1.8.4

You can download my Master Shape Shifter mod in the video description of the following link on Youtube! Enjoy. :]

http://www.youtube.com/watch?v=nTrqUbSV7q0&feature=related

How Skyrim's Magic System Works

The way Skyrim's spell system works is a three part process. At the base level is what is known as a magic effect. This is not the spell itself in game, but it's what the spell calls upon to know what to do when it is cast. The spell, of course, is the second part in this structure. Finally, the spell tome or scroll is the third part of the magic structure. The spell tome calls upon the spell itself to know what to do and what spell to teach the player. Then, like I said, the spell looks at what is said under the attached 'magic effect' to know what to do.

So we're going to need three new things for each shape shifting spell:

  1. A new magic effect
  2. A new spell that is pointing at the magic effect
  3. A new spell tome that is pointing at the spell

Step 1 - Creating a New Magic Effect

First things first. Go under the side panel in the creation kit under the 'object' window where it lists all the actors, races, spells, quests, level pieces, you name it. Look for 'Magic'. Expand that by hitting the little plus sign next to it or double clicking it. Now, from the list that appeared, look for 'Magic Effect'. When you click on that, a list of magic effects should appear.

To make things easier, we are going to just duplicate the 'TestPolymorphSkeeverEffect' magic effect. If you can find that off the list manually, that's great, but it's easier if you just type in 'polymorph' in the search bar of the object window at the top left of it.

Once you've found that, double click on it.

Change the following things:

  • ID- Change this to 'Polymorph<MonsterName>Effect'


  • Name- Change this to 'Polymorph <MonsterName>, variation (if there is a variation). An important note is that this text under 'name' is what shows up in game for your spell's magic effect, so you'll want to use proper grammar and punctuation.


  • Effect Archetype - Change this to 'Value Modifier.'


  • Taper Duration - This is one aspect of how long the spell will last before you are transformed back into your normal self. I will tell you which settings I use to make the spell last a good amount of time. The settings I use have it so you it feels like you'll never run out of duration, however when you press the wait button and wait an hour you immediately transform back.


I use 300 for taper duration. I also use the console command 'set timescale to 1' in gamewhich makes one hour of game time = one hour real lifetime. Some people don't like this, but it's what I do. If you don't, feel free to experiment around with this.


  • Duration - Under 'Spell Making', near the bottom of the window, you will see a check box that says 'duration.' Check this off and input '60000' into the Casting Time box.


  • Magic Item Description - This is the description of the spell effect that will appear in game. I usually use the phrase 'Take on the form of a <monster type>.'

For now, click 'OK'.

A window will pop up informing you that there is currently no spell effect id with that name and ask if you would like to create a new one. Click 'yes.'

Now, you need to click any other category in the object window, type 'polymorph' in the search box at the top and then click 'All', in that order.

This will cause the list of everything in the game with the name 'polymorph' in it to appear and it's the view I suggest you hold while making your shapeshifting spells as it makes it easier. This will also cause your new magic effect to show up.

It's important that you remember to switch to a different category and back to 'all' with the 'polymorph' search filter on after creating each new magic effect or else you won't see it appear. You do NOT have to do this when creating new spells or spell tomes for some reason though.

Okay, now that you see it on the list, double click your new magic effect to open it back up. In the bottom right hand corner you will see a section called 'Papyrus Scripts.' There should be the default polymorph skeever script there. However, that script is not what we need at all, so delete it.

Click 'Add' and then select 'New Script'. Name the new script something along the lines of 'GenericPolymorphScript'. Enter in a description like 'transforms the player into a monster' and then click OK.

Your new script should appear in the 'Papyrus Scripts' section. Right click it and select 'Edit Source' and copy and paste the following generic polymorph script I have pre-created for you into the script editor BUT BE SURE YOU DO NOT DELETE OR REPLACE THE TOP PART THAT SAYS 'SCRIPTNAME...' etc. Leave ALL of the text that is currently there. Instead, copy and paste the following script after a line below it.

//My Generic Polymorph Script//

;======================================================================================;

; PROPERTIES /

;=============/


Quest Property CompanionsTrackingQuest auto

Faction Property PlayerWerewolfFaction auto

Shout Property MonsterShout auto

Race Property PolymorphRace auto

Spell Property PolymorphSpell auto

Faction Property MonsterFaction auto

Weapon Property MonsterWeapon auto




;======================================================================================;

; EVENTS /

;=============/




Event OnEffectStart(Actor Target, Actor Caster)

if (Target.GetActorBase().GetRace() != PolymorphRace)

Target.SetRace(PolymorphRace)

Game.GetPlayer().SetHeadTracking(false)

Game.GetPlayer().UnequipAll()

Game.GetPlayer().AddSpell(SPELLCLEAR1)

Game.GetPlayer().EquipSpell(SPELLCLEAR1, 0)

Game.GetPlayer().AddSpell(SPELLCLEAR2)

Game.GetPlayer().EquipSpell(SPELLCLEAR2, 1)

Game.GetPlayer().AddItem(WEAPONCLEAR1)

Game.GetPlayer().EquipItem(WEAPONCLEAR1, 0)

Game.GetPlayer().AddItem(WEAPONCLEAR2)

Game.GetPlayer().EquipItem(WEAPONCLEAR2, 1)

Game.GetPlayer().EquipSpell(PolymorphSpell, 0)

Game.GetPlayer().AddSpell(PolymorphSpell)

Game.GetPlayer().EquipSpell(PolymorphSpell, 0)

Game.GetPlayer().AddToFaction(MonsterFaction)

Game.GetPlayer().AddItem(MonsterWeapon)

Game.GetPlayer().EquipItem(MonsterWeapon, 1)

Game.GetPlayer().AddItem(MonsterAmmo, 99)

Game.GetPlayer().EquipItem(MonsterAmmo)

Game.GetPlayer().AddItem(MonsterArmor)

Game.GetPlayer().EquipItem(MonsterArmor)

Game.DisablePlayerControls(false, false, false, false, false, true, false)

Game.SetPlayerReportCrime(false)

Game.GetPlayer().SetAttackActorOnSight(true)

Game.GetPlayer().AddToFaction(PlayerWerewolfFaction)

Game.GetPlayer().AddShout(MonsterShout)

Game.GetPlayer().EquipShout(MonsterShout)



endif


EndEvent




Event OnEffectFinish(Actor Target, Actor Caster)

; change back

Game.GetPlayer().RemoveSpell(PolymorphSpell)

Game.GetPlayer().UnEquipSpell(PolymorphSpell, 0)

Game.GetPlayer().RemoveFromFaction(MonsterFaction)

Game.GetPlayer().RemoveItem(MonsterWeapon)

Game.GetPlayer().UnEquipItem(MonsterWeapon, 1)

Game.GetPlayer().RemoveShout(MonsterShout)

Game.GetPlayer().UnEquipShout(MonsterShout)

Game.GetPlayer().RemoveItem(MonsterAmmo, 99)

Game.GetPlayer().UnEquipItem(MonsterAmmo)

Game.GetPlayer().RemoveItem(MonsterArmor)

Game.GetPlayer().UnEquipItem(MonsterArmor)

Game.GetPlayer().AddSpell(SPELLCLEAR1)

Game.GetPlayer().EquipSpell(SPELLCLEAR1, 0)

Game.GetPlayer().AddSpell(SPELLCLEAR2)

Game.GetPlayer().EquipSpell(SPELLCLEAR2, 1)

Game.GetPlayer().AddItem(WEAPONCLEAR1)

Game.GetPlayer().EquipItem(WEAPONCLEAR1, 0)

Game.GetPlayer().AddItem(WEAPONCLEAR2)

Game.GetPlayer().EquipItem(WEAPONCLEAR2, 1)

Game.EnablePlayerControls()

Game.SetPlayerReportCrime(true)

Game.GetPlayer().SetAttackActorOnSight(false)

Game.GetPlayer().RemoveFromFaction(PlayerWerewolfFaction)

Debug.Trace("WEREWOLF: Setting race " + (CompanionsTrackingQuest as CompanionsHousekeepingScript).PlayerOriginalRace + " on " + Game.GetPlayer())

Game.GetPlayer().SetRace((CompanionsTrackingQuest as CompanionsHousekeepingScript).PlayerOriginalRace)


endEvent




Ammo Property MonsterAmmo Auto




Armor Property MonsterArmor Auto

SPELL Property SPELLCLEAR1 Auto


SPELL Property SPELLCLEAR2 Auto


WEAPON Property WEAPONCLEAR1 Auto


WEAPON Property WEAPONCLEAR2 Auto


Creating a New Magic Effect Continued...

Click 'File > Save' to compile the script and save it. Make sure there are no errors. If there are, you most likely deleted or replace the text that was already there like I warned you not to. If this is the case, click cancel to discard the changes and try again.

Now, double click on the script you just created again and a dialogue box while pop up asking you for the following. Click on each of the following, then to the right, click 'edit value' to select a value as according to the list below:


1. CompanionsTrackingQuest > This MUST be set to C00.

2. MonsterAmmo > Does your monster use a ranged weapon like a bow or crossbow? If your monster uses a ranged weapon, select the ammo type from this list that you want to be equipped upon transformation.

3. MonsterFaction > This is the faction you will be allied to while shape shifted. If you're not sure which faction your monster is, you may need to switch over to 'actors' to have a look where it says the faction that the monster belongs to.

4. MonsterShout > If your monster is a dragon, for example, you'll want to select a shout. Most monsters don't use shouts so leave this blank if that's the case. The only other monster I know of that uses shouts is the draugr. This will only work with the draugr if you edit the animation behavior of shout to immediately cause the shouting animation. This is similar to how I taught you to enable attacks in part 1.

It's important to mention that you will only be able to use monster shouts, like dragon shouts, in game if you meet the two following conditions first.

  1. You have PSB enabled (use the console to enter in 'psb' and hit enter).
  2. You have shouted one specific monster shout (such as the dragon's fire breath) as your normal self at least once before.

I'm not sure why you must perform a monster shout as yourself first, but I was investigating and it seems it is a hard coded function that can not be changed. Anyway, just an important note. If you don't do this, none of the monsters you shape shift into will be able to do their monster shouts - such as the draugr's unrelenting force and various types of dragon breath.

5. MonsterWeapon > Do you want a weapon for your monster? If so, select which one. By default, the script has this weapon appear in your monster's right hand.

6. PlayerWerewolfFaction > If your monster is a type of creature that most guards and civilians would consider hostile, set this to 'PlayerWerewolfFaction.' Otherwise, if it's a bunny for example, leave it blank. Setting this to 'PlayerWerewolfFaction' causes NPCs to attack or flee from you on site, depending on which type of monster you are.

7. PolymorphRace > This is the monster you want to turn into. Select the race of themonster from the drop down list to the right, after clicking 'edit value.' You should seeeach variation of monster you created in Part 1 on this list.

9. PolymorphSpell > This is the spell that will that you will get while in your monster form,if you want one. By default it is set to 0, which is your left hand.

10. WEAPON AND SPELL CLEAR VALUES > Do not touch these. These are used to clear the weapon and spell cues of your character. Until I added these in my script, often you wouldn't be able to use the monster's spells upon transformation.

After filling all of that out, click OK on the script properties box, then click OK on the Magic Effect Box and save your mod.

Now, since this is your first time, we're going to add in the reversed hand script just so it's in the game for future reference. What's the reversed hand script? It's the same generic script as above, except it alternates which hand the spell is equipped to and which hand the item is equipped to. This is important, because many monsters can only cast spells and attack properly if the spell is in a certain hand. So if you're making a monster playable and testing it out to find that for some reason it won't attack or cast it's spell, you'll be able to easily go back in and swap out the genericpolymorphscript with the genericpolymorphreversedhandscript and it will work!

To do this, click 'Add' (do NOT delete the script you just created). Click 'new script' and enter in a name along the lines of 'genericpolymorphreversedhandscript'. Enter in a description and click okay.

Just like you did with the other script, copy and paste the following code BELOW the the 'scriptname' part and the description.


//My Generic Polymorph Script (Reversed Hands)//

;======================================================================================;

; PROPERTIES /

;=============/


Spell Property PolymorphSpell auto

Faction Property PlayerWerewolfFaction auto

Race Property PolymorphRace auto

Faction Property MonsterFaction auto

Weapon Property MonsterWeapon auto

Shout Property MonsterShout auto


;======================================================================================;

; EVENTS /

;=============/


Event OnEffectStart(Actor Target, Actor Caster)

if (Target.GetActorBase().GetRace() != PolymorphRace)

Game.GetPlayer().AddSpell(SPELLCLEAR1)

Game.GetPlayer().EquipSpell(SPELLCLEAR1, 0)

Game.GetPlayer().AddSpell(SPELLCLEAR2)

Game.GetPlayer().EquipSpell(SPELLCLEAR2, 1)

Game.GetPlayer().AddItem(WEAPONCLEAR1)

Game.GetPlayer().EquipItem(WEAPONCLEAR1, 0)

Game.GetPlayer().AddItem(WEAPONCLEAR2)

Game.GetPlayer().EquipItem(WEAPONCLEAR2, 1)

Target.SetRace(PolymorphRace)

Game.GetPlayer().SetHeadTracking(false)

Game.GetPlayer().UnequipAll()

Game.GetPlayer().AddToFaction(MonsterFaction)

Game.GetPlayer().AddItem(MonsterWeapon)

Game.GetPlayer().EquipItem(MonsterWeapon, 0)

Game.GetPlayer().AddItem(MonsterAmmo, 99)

Game.GetPlayer().EquipItem(MonsterAmmo)

Game.GetPlayer().AddShout(MonsterShout)

Game.GetPlayer().EquipShout(MonsterShout)

Game.GetPlayer().AddItem(MonsterArmor)

Game.GetPlayer().EquipItem(MonsterArmor)

Game.DisablePlayerControls(false, false, false, false, false, true, false)

Game.SetPlayerReportCrime(false)

Game.GetPlayer().SetAttackActorOnSight(true)

Game.GetPlayer().AddToFaction(PlayerWerewolfFaction)

Game.GetPlayer().AddSpell(PolymorphSpell)

Game.GetPlayer().EquipSpell(PolymorphSpell, 1)


endif

EndEvent


Event OnEffectFinish(Actor Target, Actor Caster)

; change back

Game.GetPlayer().RemoveSpell(PolymorphSpell)

Game.GetPlayer().UnEquipSpell(PolymorphSpell, 1)

Game.GetPlayer().RemoveFromFaction(MonsterFaction)

Game.GetPlayer().RemoveItem(MonsterWeapon)

Game.GetPlayer().UnEquipItem(MonsterWeapon, 0)

Game.GetPlayer().RemoveShout(MonsterShout)

Game.GetPlayer().UnEquipShout(MonsterShout)

Game.GetPlayer().RemoveItem(MonsterAmmo, 99)

Game.GetPlayer().UnEquipItem(MonsterAmmo)

Game.GetPlayer().RemoveItem(MonsterArmor)

Game.GetPlayer().UnEquipItem(MonsterArmor)

Game.GetPlayer().AddSpell(SPELLCLEAR1)

Game.GetPlayer().EquipSpell(SPELLCLEAR1, 0)

Game.GetPlayer().AddSpell(SPELLCLEAR2)

Game.GetPlayer().EquipSpell(SPELLCLEAR2, 1)

Game.GetPlayer().AddItem(WEAPONCLEAR1)

Game.GetPlayer().EquipItem(WEAPONCLEAR1, 0)

Game.GetPlayer().AddItem(WEAPONCLEAR2)

Game.GetPlayer().EquipItem(WEAPONCLEAR2, 1)

Game.EnablePlayerControls()

Game.SetPlayerReportCrime(true)

Game.GetPlayer().SetAttackActorOnSight(false)

Game.GetPlayer().RemoveFromFaction(PlayerWerewolfFaction)

Debug.Trace("WEREWOLF: Setting race " + (CompanionsTrackingQuest as CompanionsHousekeepingScript).PlayerOriginalRace + " on " + Game.GetPlayer())

Game.GetPlayer().SetRace((CompanionsTrackingQuest as CompanionsHousekeepingScript).PlayerOriginalRace)


endEvent


Ammo Property MonsterAmmo Auto


Armor Property MonsterArmor Auto


Quest Property CompanionsTrackingQuest auto



SPELL Property SPELLCLEAR1 Auto


SPELL Property SPELLCLEAR2 Auto


WEAPON Property WEAPONCLEAR1 Auto


WEAPON Property WEAPONCLEAR2 Auto


Creating a New Magic Effect (Continued)

Once you are done with that, click 'File > Save' to compile the script. If it compiled successfully, click okay to close out of it and then delete it so all that's left is the original 'genericpolymorphscript'.

Click OK.

Now you'll be glad you added that script in advance, because there will come a time where you'll need it to get a certain monster's spells and attacks to function properly.

Step 2 - Creating a New Spell

In Step 1, you created a new magic effect. That was the hardest part of this whole tutorial - as easy as it was. Now it's all downhill from here. Open up the 'PolymorphSkeever' spell. You'll know an object on the list is a spell cause the icon for it will be a black S with a red square around it. Likewise, you'll know any object on the list is a magic effect, because it will have a black anvil-like shape as its icon.

Change the following in the PolymorphSkeever spell:

ID - Change this to 'Polymorph<MonsterName>'

Name - Again, this is the text that shows up in the game. Change this to 'Polymorph <MonsterName>' with proper grammar and punctuation.

Effect Name - To the right of ID and Name you will see a large white table with 'Effect Name' as the header of one of the columns. The 'TestPolymorphSkeeverEffect' should be in here by default. Double click that to pop open a window that says 'Effect Item' in the top left hand corner.

Simply select your 'Polymorph<MonsterName>Effect' from the drop down list and click 'OK'. Then click 'OK' out of the 'Spell' window. It will say that the form doesn't already exist and ask you if you want to create it. Click 'yes'.

You just created the spell! Good job.

Step 3 - Creating and Placing a New Spell Tome

Now that the spell is already created and functional, all you need to do is create a new spell tome for it. With 'All' currently selected in the object window category list, replace 'polymorph' in the search filter with 'tome'.

Take ANY of the spell tomes on the list that appears to the right and double click on them.

Change the following:

  • ID - Change this to 'SpellTomePolymorph<MonsterName>'


  • Name - Change this to 'Spell Tome: 'Polymorph <MonsterName>, variation' (If there is a variation of the original monster you are shape shifting into.


  • Teaches - This is the spell that the tome teaches you. On the drop down list, select the 'Polymorph<MonsterName>' spell that you created in Step 2.


  • Book Text - You change the text portion of this to whatever you want.

When you click out of 'Book Text' it will ask you what kind of handwriting you want in the book. I always just hit 'Cancel'.

Then click 'OK' and save your mod so far.

We just have to place the spell tome at this point. If you have a custom created cell already, load that up. If not, load up any of the cells you want by double clicking one in the 'cell view' window. The cell will load up in the 'render' window.

Place a chest by typing 'chest' into the search filter, while having 'All' selected as the category. Just drag and drop the chest anywhere.

Now double click the chest and click the button that says 'Edit Base'. This will display a full list of what is inside the chest.

Right click any of the blank lines and select 'New'. This will enter a new object into the chest.

While you have this new object highlighted on the inventory list, go under the drop down list 'Object' and select your SpellTomePolymorph<MonsterName>.

Click OK and save your mod.

Now just load it up in game (making sure it is selected as a plugin on your data menu) and go find your chest. Pull out the tome, learn the spell and shapeshift into your monster with your spell, weapons, etc!

Have fun!

2 IMPORTANT NOTES (You NEED to read this before you play!!!) -

1.) Making It Possible to Shapeshift Back to Yourself

You only need to do this once per character.

Before you use ANY of the polymorph spells in this mod, you need to unlock 'beast form' by drinking the blood of a werewolf in the companion's guild quest. If you cast a polymorph spell BEFORE completing this quest, you will not be able to transform back!


2.) Making Sure Monster Shouts Work (For Draugr and Dragons)

You only need to do this once per character.

Enter the console command 'psb' and 'player.setav dragonsouls 1'. Then you need to go to shouts and unlock one monster-specific shout. I always do 'fireball'. Equip it and shout it.

Save your game. From now on, you never need to do this step again with this character. Whenever you load up your saved game, you'll still have monster shouting abilities when shape shifted.

More by this Author


Comments 33 comments

kyle 4 years ago

Hey, haven't gotten far, but if this works that's amazing, can't get past the pasting in a script part. Every time I try to save it, it says it failed. Not sure what to do here. Any suggestions?


Kyle 4 years ago

Ok, another comment. I got to the end of the tutorial, the only way I could find to make the script work was to delete the title inside the slashes and start the === on the 4th line down from the beginning text. It worked when I tried it out, but the viewpoint was stuck at the monster's feet. (I made a Draugr) Any way to have it look through head height?


kyle 4 years ago

oh, just saw the other step one......i feel stupid. Please disregard all other comments.


Kopuz 4 years ago

Thanks for the tutorial.

Im trying to change a projectile of a destruction spell for example "fireball" i can't seem to do this without overwriting the original fireball spell because i can't change the spell projectile from the spell edit window, there just is no option.

any chance you can make me a script to change the fireball projectile into my custom model?

hit me up with a email! skymods1989@gmail.com

e-mail me


rad 4 years ago

Yes there are 3 errors when you paste must findlines then fix


Luke 4 years ago

any one who wants to create me a mod that allows me to cast a spell on npc and then change into those.. I will credit the person in every video I make.

contact me on notmyrealmsn_1 [at] hotmail [dot] com


name 4 years ago

can anyone make me a king kong polymorph?(i mean this one http://www.youtube.com/watch?v=QJGBgK3h9ac )

The one who will make the mod will have one more subscriber(me xD)


alex 4 years ago

The tutorial is fine. The only spell i can cast as a Dragon Priest is the PolymorphSpell. Other than that even the TAB menu is disabled so i can not equip spells at all.


Christo 3 years ago

After much trial and error, I do believe I've got it working. Two things I've discovered thru trial-and-error with this;

1.) and this has been pointed out once already, but I 'll reiterate; When copying/pasting the script the \\My generic Script// header must not be pasted into the script.

2.) You have (somewhere) to set the casting time to 60000?? You'll be holding down that button for half-a-freakin' hour before that spell casts! Trust me, I know, haha! I went with 0.5, which seems to be the standard, and I see no reason to stray to far from that.

All in all tho, much thanks! It'd have taken me a lot longer to do all this alone from scratch!


Sekai 3 years ago

Thanks, I was able to add shapeshifting functionality using this guide (for models specific to my mod), will credit when I next update it. I can confirm also, already has been said but the line

//My Generic Polymorph Script//

must not be copy pasted or it won't compile.

Also, all the models I used were quadrupeds not normally capable of casting spells, but I was able to give them magic by creating a spell as a lesser power as type voice magic and binding that to their polymorph equip spell in your script (also adding it to their spells in race menu), that way it goes on the Z key and they can insta-cast it like a shout, with about 2 seconds' recast. That also seems to prevent any problems with left or right hand, since voice powers don't use hands. You could actually have a whole array of swappable spells and abilities if the spells menu and favorite menu were left usable.


Paolo 3 years ago

Hey Jared, it's me again. Just wanted you to know I've posted my mod on Steam and the Nexus. I credited you properly on the mod page. Here's a link to it: http://skyrim.nexusmods.com/mods/31485

Again, thank you so much for this amazing tutorial!


jaredbangerter profile image

jaredbangerter 3 years ago from New York City Author

Hey Paolo! :] I'm glad you enjoyed the tutorial and thank you for giving me credit for it.

Your mod looks AWESOME and I'll definitely be sure to test it out this weekend when I finish up with work. I had actually been hoping someone would make a druidism mod and well, thank goodness, you did it.

Thanks for sharing, man.


sva88 3 years ago

a question. would you be able to make a script that shapeshifts you without losing the ability to enter your inventory and spells list etc. or perhaps gives you a list of spells for 1 hand to choose from(like the vampire lord) .

i am working on a lichform mod: http://steamcommunity.com/sharedfiles/filedetails/...

help me if you can/want, if not thanks anyway.


jaredbangerter profile image

jaredbangerter 3 years ago from New York City Author

It's been a long time since I've messed with this stuff, but in my script, see the part that says...

Game.DisablePlayerControls(false, false, false, false, false, true, false)

Instead, change that to...

Game.DisablePlayerControls(false, false, false, false, false, false, false)

and I BELIEVE that will allow you to still access your inventory. Equipping and unequipping stuff as certain creatures will cause a ton of problems though, which is why I disabled it.


sva88 3 years ago

it didn't work. maybe i did it wrong so i will retry it a few times, but thanks anyway.


jaredbangerter profile image

jaredbangerter 3 years ago from New York City Author

You could also try deleting that line from the script. Remember to re-compile it, before you save it.


Laszlo 3 years ago

Do I need to recreate the script each time I make a magic effect? I mean, even if I just copy the one I just made, and the scripts would be there. Or if I edit the script there... does this also edit it for the other shapeshift spell? They do seem like connected to a single magic effect, as I need to edit it accordingly. The script I made for a death hound wont work for a gargoyle. Or can I simply duplicate the the magic effect of the death hound and edit everything, even the script? I am confused...


Darkteutonic 3 years ago

Hi jared, thank you so much for writing this Hub/Article on how to play as monster in Skyrim, really appreciate it, I am currently working on my own (shapeshifter mod). As for (sva88 and Laszlo) if you ever see this reply I believe I have found an easier way to do this = How to re enable the access to your Skills, Spells, Map, inventory.

If you go back to the Magic Effect - The Papyrus Script - Edit the Source.

you are going to replace the line:

Game.DisablePlayerControls(false, false, false, false, false, true, false)

with:

Game.EnablePlayerControls()

This line was actually found in the same script - at the bottom it is what tells the script to give you back your control so basically you just have to Enable them right away, I've Tested it and it works like a charm.


Darkteutonic 3 years ago

Hi everyone, I was wondering if anyone had encountered a weird game issue like this. If I have a female character and shapeshift into a spider. The spider will be a Large spider, even If I use the console and set to a Giant or a normal, while if I have a male character, player.setrace gives me the appropriate variant. I was wondering if there is anything to do to solve this. Than you in advance!


Norkoilija 2 years ago

Umm, hi..

I made a playable bear and I can morph into it just fine. The problem is that when I'm in bearform the 3rd person camera sees everything from beneath the bear... Does anyone know how to fix this? Thanks :)


jaredbangerter profile image

jaredbangerter 2 years ago from New York City Author

Yes, you have to fix the camera bone which is discussed in this article:

http://hubpages.com/games-hobbies/How-to-Play-as-M...

As the intro paragraph of the current article you just read says, this was Part 2 of the tutorial. You got to do Part 1, which I just linked to, in order to get the camera bone and attack animations functioning correctly.


archerstylez 2 years ago

hey is it possible to make a potion or spell in the creation kit that would allow a player to transform into any placeable object for a certain period of time?

@Luke I had an idea like that, it seems extremely difficult to actually make such a spell work in-game, as duplicating the NPC would naturally cause conflict and the game would crash. I'm guessing all values of the NPC would have to be duplicated perfectly instead, and have those attributed to the player...and that's...that is a lot. I doubt the spell would even be able to be cast in game without massive lag, but I'll keep you posted on that, as I have bookmarked this site, since I wanted to learn how to make a shape-shift spell...your idea is certainly related.

I'm guessing you are interested in making all aspects of the NPC switch over to the player, so if the NPC had special privileges--perhaps it would make it easier for the player to access a certain area if a spell like that "fooled" other NPCs. That's a hell of a lot of scripting. I'll see what I can do.


LordBanana profile image

LordBanana 2 years ago from Italy

Hello!

Thanks for the guide, it was really helpful! But! I wanted to shapeshift into this: http://www.moddb.com/mods/skymomod-v12/downloads/l...

I got the tome and spell part right but when i use the latter, nothing happens. I extracted the .bsa files in Data from the mod, do i need to do something else?

Sorry to bother you u.u

Best regards :)


JimmyBanana 2 years ago

Is it possible to make the spell toggle-able rather than duration? I'd much prefer that. Thanks.


Caleb Kindle profile image

Caleb Kindle 2 years ago

Hello, I am trying to make a mod that would add a playable race focused on magic. once a day they could focus their powers into an extremely overpowered spellcaster (unlimited summons, Twice-Thrice as powerful spells, huge spell absorb, water walking, ect.). I have already built the base race and ultimate race from the Breton meshs. After reading this page, and the comments, I only ready have one question:

Since the meshes I used for both "forms" are the same, will the character FaceGen stay the same through the change, or will it reset?


Ryan 2 years ago

Every time I do this;

" Click 'Add' and then select 'New Script'. Name the new script something along the lines of 'GenericPolymorphScript'. Enter in a description like 'transforms the player into a monster' and then click OK. "

It either tells me the title of the script already exists, so I change it and then it tells me the extends doesn't exist.

If I change the title, and remove the extends to leave it blank. I no longer get those errors. BUT, I do get one that tells me that it basically failed to make it. And thus no script is made.

Wth am I supposed to do?


Janus 2 years ago

By all means Im trying to revert the form created. Tried out Duration, having the Companion Quest complete before using the spell, and nothing, I'm stuck in the Spriggan form until using setrace... any ideas??


Commander Fpx 2 years ago

Hey, great work with the script information, that's helped me... only one thing I really want to do a more complex transformation mod, I'm just stuck with how I'm going to do it... I would like to make a hybrid vampire lord of sorts, the main things I want to retain from vampire lord are the vampire perks, the vampire float animation, and I also want the float to occur whilst in melee mode. either way I want to be able to float (hover) whilst performing melee... id imagine this may be more to do with animations than anything else... additionally whilst im on the topic i want to be able to wield weapons in melee but I imagine this will also be to do with overwriting the animations for melee... any tips will be handy... also is there a way to do a revert spell so I can change back when ever I want?


Danny Carello profile image

Danny Carello 24 months ago from Gwinn, Michigan

Is it possible to make a video tutorial of this because I find it easier to watch then read on how to do this.


Noobplayzgames 17 months ago

Whenever I click OK on my new script I get this.

Starting 1 compile threads for 1 files...

Compiling "POLYSCRIPT"...

unknown(0,0): Unable to find flags file: TESV_Papyrus_Flags.flg

No output generated for POLYSCRIPT, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.

Failed on POLYSCRIPT


theonyxphoenix 16 months ago

I have been able to create creatures with correct cameras and abilities. I am trying to create a power that will revert the transformation. Is there a way to tie it to another quest instead of the companion's quest for someone not wanting to be a werewolf? I understand this uses the housekeeping script. How would you go about creating a separate one? Thanks for the tutorial, btw. It has been very helpful.


Darkteutonic 9 months ago

Anyone I need help, I have started playing skyrim again, and I am having a lot of trouble with a very simple thing, as soon as I shift to a monster, my Control are disable and whatever I do, they won't re-enabled themselves. even deleting the line that says to disable won't work. I have tried using my old trick of simply copy paste the line that says enableplayercontrol but noting happens

anyone having the same problem, I have followed everything above to the letter everything works, except for the fact that whatever I do, I can't open my inventory.


mook 8 months ago

you do realize that the icon for the magic effect is not an anvil, an anvil doesn't make sense as a magical effect. its a upside down top hat. when you click to select a Magic Effect you'll see a gray bunny's head pop out of the hat.

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