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SayHelloToMrBullet

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  1. Yeah I definitely was doing it the hard way. Using an alias to solve the problem did cross my mind at one point, however since I've had very little experience with aliases I didn't really know what to do. In any case your suggestion worked like a charm so thank you very much.
  2. Hey guys. Rookie modder here. So I'm having trouble with a specific staff enchantment. Essentially what it does is it turns an enemy into an ally, but it only effects one NPC or creature at a time. So for example say there are two enemies: 'Troll 1' and 'Troll 2.' When I cast the enchantment onto 'Troll 1,' he will become my ally. If I then cast the enchantment onto 'Troll 2,' he will now become my ally instead and 'Troll 1' will automatically revert to his original state as an enemy. Now I've got most of the enchantment worked out already. The problem I'm having is that I can't for the life of me figure out a way to only have it effect one enemy at a time. I figure the best way would be to use a script but I'm not exactly a scripting expert. I was wondering if anyone had any ideas that might help me out? Thanks in advance.
  3. So that's why it didn't work. I guess Bethesda never used the script that I copied then. Thanks for the heads up. But anyway I tried your suggested script and it worked perfectly. The only change I had to make was to remove the 'self as actor' part and just leave is as 'Delete()'. Thank you very much for the help though.
  4. For a mod that I'm making, I needed to create a script that would disable and delete the npc with the script, once the player had reached a certain distance from that particular npc. I went looking through Bethesda's scripts and found a script called 'cwkillselfwhenfarfromplayer' which contained the following: import game EVENT OnLoad() ;GetReference().RegisterForUpdate(2) EndEVENT ;EVENT OnUpdate() ; actor selfAsActor = GetActorReference() ; if ((GetOwningQuest() as CWSiegeWhiterunAttackQstSCRIPT).StartSuicides == 1) ; if selfAsActor.isDead() == FALSE ; if selfAsActor.GetDistance(game.GetPlayer()) <= 3000 ; selfAsActor.Kill() ; endif ; endif ; endif ;EndEVENT So I decided to copy this script and then edit it to meet my own needs. This was the result I came up with: import game EVENT OnLoad() ;GetReference().RegisterForUpdate(2) EndEVENT ;EVENT OnUpdate() ; actor selfAsActor = GetActorReference() ; if selfAsActor.isDead() == FALSE ; if selfAsActor.GetDistance(game.GetPlayer()) <= 3000 ; selfAsActor.Disable() ; selfAsActor.Delete() ; endif ; endif ;EndEVENT The problem? It doesn't work. Unfortunately my knowledge with scripting is fairly limited and I am unable to figure out what I've done wrong. If anyone could help me with this, I would be very grateful.
  5. I found a script from the quest 'A Night To Remember'. This is the script that appears to swap out Sam for Sanguine. Alias_DA14Samwell.GetRef().PlaceAtMe(SummonFX) Utility.wait(1) Alias_DA14Samwell.GetRef().disable() Alias_DA14Sanguine.GetRef().moveto(Alias_DA14Samwell.GetRef()) Alias_DA14Sanguine.GetRef().enable() Presumably all you'd need to do is use your own aliases instead of these ones. Hope this helps (let me know the result).
  6. I don't know of a way to level the base damage of an item, but it is possible to create levelled enchantment damage. So for example, a weapon might do 10 points of fire damage at level 4, but when you hit level 8 the weapon now does 20 points of fire damage.
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