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leron9999

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  1. Hello! I recently started playing the Winterhold quests and I encountered two things:Faralda doesn't move with me along the bridge to light the fires and just idles around her usual spot by the college entrance On a reload, Faralda SOMETIMES casts light on the bridge, but never moves or walks away from her location Upon starting the Sarthaal quest, Tofldir and the other students just stop by the door after exiting the Hall of the Elements and stay thereAny help would be much appreciated. Link to Mod List
  2. Hi! I'm trying to create a custom bound weapon spell for myself. I split it into two spells and two weapons, one restricted to the left hand and one restricted to the right hand, with the bound weapon effect archetype. The right hand bound spell works well, and the magic effect shows in the active magic effects. The left hand is the problem. 1. It summons the bound weapon, but without the enchantment + it doesn't show up in the active magic effects menu 2. When sheathed, it stays there as if it were a normal weapon. I tried using my script for forcing a dispel effect on it, but it didn't work either. 3. I set the duration of the bound spell to a very short duration, but the sword still didn't go away. To make the custom spells, I just copied most of the bound weapon magic effect and weapon attributes and flags, but changed the attributes to restrict itself in the left hand. I'd really appreciate it If anybody can give me insight on this left hand bound weapon. It's quite a perplexing issue.
  3. Hi! I'm trying to create a custom bound weapon spell for myself. I split it into two spells and two weapons, one restricted to the left hand and one restricted to the right hand, with the bound weapon effect archetype. The right hand bound spell works well, and the magic effect shows in the active magic effects. I forget if it had issues with dispelling itself when sheathed, but I managed to fix that, too. The left hand is the problem. 1. It summons the bound weapon properly, but its active magic effect isn't shown in the menu. 2. When sheathed, it stays there as if it were a normal weapon. I tried using my script for forcing a dispel effect on it, but it didn't work either. 3. I set the duration of the spell to a very short duration, but the sword still didn't go away. To make the custom spells, I just copied most of the bound weapon magic effect and weapon attributes and flags. I'd really appreciate it If anybody can give me insight on this left hand bound weapon. It's quite a perplexing issue.
  4. I'll help you. -Detect what spells the player has equipped This one's from the Actor script. So you have to initialize the actor first (or the player, in this case) as such: Actor Property wiseman Auto wiseman = Game.GetPlayer() Initialize your spell, too: Spell Property equippedSpell Auto Then check if the equipped item on hand is a spell: if(wiseman.GetEquippedItemType(0) == 9) ; Use GetEquippedItemType(1) for right hand; 9 pertains to the magic spell item type equippedSpell = wiseman.GetEquippedSpell(0) ;Use GetEquippedSpell(1) for right hand or GetEquippedSpell(2) for voice slot else Debug.Trace("It's not a spell!") endif equippedSpell is now the spell that you have on-hand -Detect when the player casts said spells You can use an event listener for this. Event OnSpellCast(Form akSpell) if(akSpell == equippedSpell) ; essentially means the spell you cast was the equipped spell from a while ago, so do something here endif endEvent -Detect when the player equips a new spell Again, you can use an event listener for this. Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) if(akBaseObject as Spell) ;essentially checks whether the thing you just equipped is a spell equippedSpell = akBaseObject as Spell ;essentially sets your equipped spell as the spell that was just equipped by the player endif endEvent Hope it helps!
  5. How would you go about this particular portion? Can you just blank out the projectile and explosion models in the CK?
  6. Hi guys. I'm trying out a script that "removes" a weapon's existing enchantment (as in, non-player-made enchantments) and outputs a non-enchanted version. I do it by creating a duplicate weapon with the exception of the original's old enchantment. Here are the steps that I did which caused the CTD: I have a weapon with an existing enchantment I have a weapon made in CK that's basically just a blank slate I create a function in my script to copy the existing weapon's stats and attributes into the CK-made blank slate weapon (CKWeapon.set<Stat>(weapon.get<Stat>)) I equip the CK-made weapon, and it successfully duplicated all the stuff (name, gold value, model, damage, reach, etc) I swing the weapon and... CTD; Papryus log doesn't show me anything useful Any idea on what might be causing this?
  7. UPDATE: I got it to work by setting the slot mask to 0. My question now is, how do I set the weapon to be none so that I'm solely targeting the slot mask for the method?
  8. Hello! I'm trying to make use of GetEnchantment(Actor akActor, int handSlot, int slotMask), SetEnchantment(Actor akActor, int handSlot, int slotMask, Enchantment source, float maxCharge), and CreateEnchantment(Actor akActor, int handSlot, int slotMask, float maxCharge, MagicEffect[] effects, float[] magnitudes, int[] areas, int[] durations), but I can't make it so that it only accepts a handSlot. I've tried this: myEnchantment = WornObject.GetEnchantment(wiseman, 1, none) I'm essentially trying to get the enchantment of my right-hand weapon, but the method requires SlotMask to be not none, otherwise I get an error. What is the right way to use this method from the WornObject script?
  9. Thanks for the quick reply! So I was missing the nif aspect. I managed to align the armor and armoraddons in terms of biped info, but what I don't understand is the shield showing up even without changing its nif information. I'm guessing this is inherent to shields?
  10. Hi guys! I'm trying to make some custom gear, essentially a suit of armor that goes on top of whatever the player has equipped (ex: full Dwemer set over roughspun tunic). What I did was have one armor, and 5 armoraddons (gloves, boots, etc). I changed the biped objects to the free ones, but so far I've only gotten the shield to appear (yes, it's attached to the arm but isn't recognized as a shield). All the other armor pieces aren't showing up (I used vanilla items for testing). Is this sort of thing even possible to begin with?
  11. Is there a way to make equipment bluish-transparent like bound weapons via some enchant shaders, or is it necessary to manually create the transparent textures?
  12. The idea is to add magic effects to spells on the fly (say, after equipping something for example) so that it avoids having to edit vanilla spells manually, and it could apply to custom spells as well.
  13. Dynamically, as in to add a magic effect on the fly via script. By GV do you mean getvalue?
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