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Ocyris

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  1. I think you'd probably want to use the OnCellAttach event. The simplest way would be to attach a script to the player reference using the event but that would probably cause problems down the line by being a compatibility nightmare. This next one is pure speculation on my part but I've heard it mentioned as a solution to a similar problem. You could use a quest reference alias and possibly attach a script to the player that way. I don't have any personal experience using these but it's certainly something to look into. I believe you'd basically create a token quest for your alias, name the quest and alias whatever, set fill type to specific reference and choose the player, attach the script to the alias. Good luck
  2. The mods probably share formIDs that are conflicting. Normally they'd all have their own FormID space but by merging them they all share one. I don't know if TESVsnip has it but there used to be a "find duplicate FormID" tool in one of the menus. Baring that you'll have to just check them yourself.
  3. You'll probably need to use perks to do a lot of these but that doesn't mean they have to be part of the perk tree. What you can do is use a quest to automatically add the perk to the player if they don't already have it. Take a look at my mod destruction or illusion mod for an example, the quest's editor id starts with 'ocy'. Some guidance on how to do the actual cool stuff, take a look at the milestone perks (i.e. novice destruction, etc...) all you really need to do is change the conditional to check against the base actor value for the skill then box it in. Basically you'd probably attack this the same as above but obviously look at the appropriate perks for what parameters to use like blademaster for crit, etc... attach a script with an OnEquipped event to add a perk like the top light armor one, conversely use OnUnequipped to remove it. obviously you'll have to be more specific Take a look at the lock pick perks, could probably just add a silent perk that multiplies by a value between 0-1.
  4. Sort of... There's a work around using the fallout 3 exporter but you have to do some extra work in nifskope to clean things up. http://skyrim.nexusmods.com/downloads/file.php?id=3790
  5. I'm assuming you just want to scale a single spell. Within the spell when you'll need to need to setup multiple magic effects conditioned on GetBaseActorValue alteration. You'll probably want to break it up in to section like every 2 points or 5 point otherwise you'll need a lot of them and honestly I don't know if it won't cause problems with a bloated record. The magic effect is probably cumulative so it should be pretty straight forward: Base damage reduction effect, no conditional additional damage reduction effect, conditioned on GetBaseActorValue alteration > # etc... If that doesn't work as expected you'd probably need to explicitly define the reduction at each BaseActorValue.
  6. Check the MoveTo article on the wiki, the last note might be on point. You might try using kind of visible object while you're debugging it.
  7. There's the worn keyword count but you probably need something more specific or there's an OnEquipped event that could be used in a script attached to an item. The console has a showinventory command which would be useful if you could parse it but I don't think it's supported in Papyrus. Can you provide some more information on what you're trying to do?
  8. If I remember right you just need to give the crafted item the appropriate material keyword. An iron sword for example should be something like WeapMaterialIron.
  9. I'm no expert on modeling but it would likely help a lot if you post a screenshot of what's happening. The one thing I know for sure it you need to make sure that both nif's one ending with 1 and the other with 0 have the same vertex count or your meshes will blow up in game. I'm not sure if edge and face count need to be the same as well but it can't hurt.
  10. TesVSnip, be warned it's a pretty low level tool and you'll have to resolve any conflict between ESP by hand. If you're not familiar with the record types you may have trouble.
  11. Only guess I've got is that some of the script data is stored in the save file if the script is running. Seem kind of weird but I'm running into all kinds of oddities right now. If anything else pops up just quote my reply and the board will notify me.
  12. Forgot I didn't include the source The first fragments are the startup stage(0) and the second fragment is the complete stage(100) Destruction: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 4 Scriptname QF_OCY_Dest00_02001565 Extends Quest Hidden ;BEGIN FRAGMENT Fragment_0 Function Fragment_0() ;BEGIN CODE SetStage(100) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_2 Function Fragment_2() ;BEGIN CODE if(!player.hasperk(DestructionScalePerk)) player.addperk(DestructionScalePerk) Endif ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Actor Property Player Auto Perk Property DestructionScalePerk Auto Illusion: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 6 Scriptname QF_OCY_Illu00_010012C6 Extends Quest Hidden ;BEGIN FRAGMENT Fragment_0 Function Fragment_0() ;BEGIN CODE SetStage(100) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_1 Function Fragment_1() ;BEGIN CODE if(!Player.hasperk(IllusionScalePerk)) Player.addperk(IllusionScalePerk) Endif ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Actor Property Player Auto Perk Property IllusionScalePerk Auto
  13. Yes, if you're looking at one of my quests you go to the script tab click the script then hit the properties button. When you hit edit value you should be able to select the object you need. I helped another person with properties over here.
  14. If you're adding a spell to a stage of vampirism that you're already in then yes it's probably cause it's already active but it should just a matter of moving between stages for it add the spell. Did you also add a removespell as well? Unless of course you want it to say even if you drop stages.
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