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christianerding

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  1. Well, I stick to the One-Script-faction. :-) I am not a scripter, but it should work similar to the training dummy script. http://www.nexusmods.com/skyrim/mods/23698/? It monitors the the dummy, and waits if the the dummy ist attacked by a certain weapon. If yes, then in the next step it grants a little experience to onehanded, twohanded or destruction according to weaspontype. Same here just more simple: A script attached to each conjured creature in the CK, that monitors if the creature is attacking. Creature attacking? If yes -> award little experience (you can vary the amount for each creature) to PLAYER "Conjuration" + maybe a mulitplier for playerlevel If no -> nothing That all. :-P Not really, but at least the center idea behind it.
  2. @qwertyzeldar First: Well I think one script that gives XP for every attack the conjured creature does counts as one. ;-) Second: The xp-gain for conjuring the creature is already in the vanilla game. :-)
  3. Well you think you are a hero? ;-) Well, I am not I am not bad with CK, but that does not matter at the moment. But I am a great fan of conjuration!! :-) Problem: Conjured creatures give you experience in Conjuration ONCE they enter battle. It is useless to keep them alive after that seconed, it is even better to conjure new ones (gaining XP) than saving the existing ones. MY IDEA: Is it possible to attach a script in the CK on the creature, so they will give the PLAYER xp in Conjuration when the are conjured AND each time the conjured creatures attack/hit a enemy. Similar to the training dummy mod, in which you gain XP in weaponskills, when you hit a training dummy. I would be thankfull for anyone trying to accomplish this matter. Greeting from bavaria, Christian
  4. Well, I thought of that, too. But it is above my skills in the CK. The magelight Faralda casts seems to hit a collision marker on the pillar, this will activate the pillar. Unfortunatly the magic well in the CK is rather crowed with objects and markers, so I can't find a connection, I did only find a script which will let the magelight disappear when it hits the pillar. Surprising that there a so much winterhold mods, taking care of so many things in such a brilliant way, but none taking care of this obvious error.
  5. WARNING COMPLEX PROBLEM! I have created a rather nice "Summon skeleton" spell. It summons a Skeleton warrior that scales equipment and skill according to conjuration level. e. g. Conjuration 14 = 1-Handed-sword-skeleton Conjuration 15 = 2-Handed-sword-skeleton The spell runs 5 Minutes So far so good. BUT: Conjuration-Skill increases the FIRST time conjured creatures enter a fight. (hardcoded) When the skeleton gets killed after 30 seconds, the effects are no longer shown in the character menu, BUT the spell seems to run for 4:30 Minutes in the background. BECAUSE: When the skeleton dies after 30 seconds, when you have conjuration 14 und you continue the fight with a "raise zombie" spell (also increases conjuration) and THEN conjuration increases to 15 the Zombie will die and a 2-handed-sword-skeleton will appear in the place where you first summond a skeleton, because the spell did run invisible in the background und was triggered by raising conjuration from 14 to 15. Is there a way to COMPLETLY end a conjuration spell when the summond creature gets killed? THX for reading until there. Greetings Christian
  6. Hello Steve, thx for your advice. Now I am at least one step ahead. Okay, "PlayerhasVampireBlood" property is not existing and since the "PlayerhasBeastBlodd" property is in the houskeepingscript it does not look like a easy task. Is there a way to get such a property in the game, without messing everything up? Or is there a easier way to prevent a vampire from regenerating when sleeping? Thx so far. Grettings, Christian
  7. Hello Scripters, this is my first script ever, so I am really starting from zero. I do not want a vampire to regenerate health while sleeping so: I am working on the script "PlayerSleepQuestScript" in this sction: Event OnSleepStop(bool abInterrupted) ; debug.trace(self + "Player is sleeping") If CHScript.PlayerHasBeastBlood == 1 ; Debug.Trace(Self + "Player is werewolf; no restedness on sleep.") RemoveRested() BeastBloodMessage.Show() I want to copy it and alter it for a vampire like that: Event OnSleepStop(bool abInterrupted) ; debug.trace(self + "Player is sleeping") If CHScript.PlayerHasBeastBlood == 1 ; Debug.Trace(Self + "Player is werewolf; no restedness on sleep.") RemoveRested() BeastBloodMessage.Show() If CHScript.PlayerHasVampireBlood == 1 ; Debug.Trace(Self + "Player is vampire; no restedness on sleep.") RemoveRested() BeastBloodMessage.Show() Will the engine understand "If CHScript.PlayerHasVampireBlood == 1" ?? Or do I need to write a script "CHSript.PlayerHasBeastBlood" and where do I find the original "CHScript.PlayerHasBeastBlood" Sorry for the very basic questions, but I have to start from somewhere. ;) Greetings, Christian
  8. No, just stuck it in there and made sure it wasn't touching the floor. Or walls. You may have to turn off aligning to grid (Q key) to fine-tune the placement. It may be easier to start with an empty cell - make a duplicate of "unowned cell" and start work there. Sorry if I'm telling you stuff you already know, I just realised you mentioned working with the CK for a while. Happy modding ;) Hello Acidzebra, I was not succesfull up to know. I will try the Q-Key today. THX for all the advice, I did not know that things. I work with the CK for a while, but editing things is much more easier, than making new things. Nice Weekend to you. Christian EDIT: It seems like the engine does not like living creatures in cage. Even the dead mage in the cage when altered to "not dead" starts outside the cage. So there is no hope for Creatures in Prison Cells!
  9. Thx a lot. I will give it a try. But i will start simple and use the existing prisoncells in Helgen Keep. ;-) Thanks for the hint with door. Did you use an special options, like "Don't havoc settle" or anything else, so it did work for you
  10. Well, then you are at least on step ahead of me. My english ist not so good so I was not precise enough: The longcage does not work for me and the prison-cells do not work either, the creature is not inside. How did you do that, that the creature stays put in the longcage?
  11. I have worked with CK for some time and I thought I had a little experience. Then I wanted to do a "2 Minute Mod", just placing a frostbite spider in the cage of the helgen dungeon. Now I am messing around for 7 hours, but it does not work. In the CK everthing looks fine, but when I start a new game the dawn spider is crawling around in the room, instead of standing in the cage! When I enable "Starts Dead" then the spider is exactly where I did put her in the table, but anything else will not keep her in the cage. Does anyone have advice? What have I forgotten? THX so far.
  12. Maybe someone can help: When my charakter runs over bones on the floor he receives damage, why? When he runs over a bucket or kicks it around he gets no damage. Is there a way to change that, so I do not get damage from bones that are on the floor? Any help appreciated. THX, so far.
  13. Hello Modders out there, I was trying to make a mod that let's you craft weapons and increase your smithing skill, but will not or nearly not level you. But I was not succesfull so far! I did alter the smithing skill multiplier and the smithing skill advance. But this only influencies how fast you go from smithing 23 to 24. My second idea was to put the skill increase to 0 and introduce books that will inrease smithing. The problem is you can only read each book once for skill increase. So you have to make about 100 different Books of smithing and you have to keep track which book you did read and which not. Bad idea!! Is there a way to make a book that will disappear after reading like a magetome and will give a skill increase ( like the books in Fallout 3 ) ??? Is there any other way to make smithing useable but preventing fast levelups? Thanks for reading, Christian
  14. Hello Outlandstalker, THANK YOU VERY MUCH! :-) Your advice was just great! It might not be a big thing for you, but it was for me! Believe it or not, I am working on quite a big mod for skyrim and I am already at 85%. But it is a german mod. This thing was important for me because it covers the aspects of my summon section. I can now create skeletons with equipment that scales acording to level!! Where did you get all that knowledge? Big thanks to you again. Greetings from bavaria, Christian
  15. Hello to all modders out there! I made a simple summon spell to summon a skeleton. The equipment is a steel sword and a orcish shield. The skeltons never equip this shield in combat, only iron shields are equiped when in inventory!! Does anyone know why? There must be list somewere with the allowed equipment for skeletons. Can anyone give advice, please? Greetings, Christian
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