Jump to content

Voidshard

Members
  • Posts

    3
  • Joined

  • Last visited

Nexus Mods Profile

About Voidshard

Voidshard's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. The idea is simple, I think Vampire Lords should retain the ability to cast spells in their alternate form. I am trying to do it myself but the creation kit won't allow me to edit the vampire lord transformation script ..unsure why! The easiest way might be to alter the script that alters the player's favourites list when transforming so that it does not remove any spells. Or perhaps add a hot key that allows access to the spell screen? I would do it myself but the creation kit isn't allowing me to alter the transform script :P I am also trying to add a quick hack spell (given on transformation) that toggles the Game.SetBeastForm() true and false ..thus hopefully allowing a Vampire Lord to access his stuff while transformed or the Vampire Perk tree via a simple toggle. Dirty and hacky but ..I would be happy with it. (Obviously one shouldn't try to equip armour etc over the vampire lord form ..). Reasoning as to why this is sound and balanced: Frankly the whole concept of a Vampire Lord at the moment is flawed in my view. For example, no one expects a werewolf to cast spells. All lore states basically that a werewolf is a brute force killing machine. It loses the ability to speak, to handle items or to gesture properly - so current mods up the damage & armour rating of werewolves but don't allow them access to their inventory or spells. Fair enough. But Vampires are not mindless killing machines. They are intelligent, ancient, educated and ever so much more sinister. They retain the ability to speak in either form (proved by Harkon in game). To gesture accurately. To hold items (assumed, but no Skyrim spell requires items to cast that I know of, so the point is moot). Why can they not cast spells? By granting this you aren't giving the player anything they didn't already have and couldn't already do. In addition the transformation into a Vampire Lord will remove any gear that decreases the cost of spells or grants extra magicka, hence this will undoubtably decrease the actual effectiveness of a mage player but allow them to play with snazzy abilities. (Any mage I build has almost every slot filled with +magicka +magicka regen -cost items up to about 80%). Basically I want to make a mage that can switch to Vamp form for some snazzy extra abilities (or remain in human form for cheaper spells). I really can't see why he should give up the ability to cast fireball (after giving up 80% cost reduction, armour, weapons and like I don't even know how much magicka regeneration!). I think this limit adds nothing to Vampire Lord, either in terms of balance, fun or usability. Frankly I think it makes Vampire Lord boring and totally useless. I know there are mods that add abilities etc to the Vampire Lord to make it more interesting and playable. I don't need more spells and abilities. Just let me keep my old ones :P
  2. Hi guys! I have seen some odd things modding but never this - I have duplicated an existing dungeon and have been moving things around to suit. It looks good in the creation kit and having roughly sorted out the first room I thought it a good idea to have a walk through it. Annoyingly, when I load the mod and walk through it areas vanish & reappear as I pass over or through them! Walls, objects, NPCs - you name it! The items reappear when I walk toward them (although nothing is visible beyond 10ft so I simply walk blindly and hope I stumble into them lol). I mean, if I was designing some shadow / vanishing rooms type thing it would be kinda cool - throw in some mist and call it new and highly confusing for any fool adventurer ;D But really I don't want this to happen... ! Is there some known glitch / user error that causes this? Some simple fix? Is it a massive error? My computer runs Skyrim just fine (I never seen this behaviour). The cell is an interior, more or less carbon copy of an existing dungeon (the original dungeon is fine too).
  3. Hi there, I have a new script for a group of actors I am modding at the moment. Or attempting too, in this case. My script (let's call it myScript) extends Actor, I have created a faction (myFaction for example) and I have added two ranks (0 and 1). I then attempt to call SetFactionRank( myFaction, 1) The script fails to compile. Irritatingly I can't seem to get Notepad++ to compile papyrus (cmd using the batch compiler doesn't seem to find the file in question either - Probably a path issue but ...meh) so I am left with only the blank "Compile Failed" message to guess what went wrong. Still by editing / commenting things in an out I believe this line to be the problem. Sadly the code doesn't recognise the "this" keyword .. although it shouldn't be required here anyway since the actor in question should be the actor the script is attached to. <><> Scriptname myScript extends Actor auto STATE stay Event OnActivate(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() SetFactionRank(myFaction, 1) goToSTATE("follow") endif EndEvent endSTATE STATE follow Event OnActivate(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() ; stuff goToSTATE("stay") endif EndEvent endSTATE <> Naturally my question is, I must be missing something (probably something obvious knowing me) but what is it? *Edit* Sorry the code looks awful. It is nicely formatted when I go to post it ..
×
×
  • Create New...