Jump to content

Durai

Premium Member
  • Posts

    81
  • Joined

  • Last visited

Nexus Mods Profile

About Durai

Profile Fields

  • Country
    United States

Durai's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I want to make some personal edits to a couple mods, but I don't have a firm understanding of SPID. Specifically I want to know how to use SPID to remove the need for a cloak spell. A lot of older mods that used cloaks updated to using SPID but there are a few that I want to use that didn't. Can anyone help?
  2. One of the mods I enjoy using in my current playthroughs is More Interesting Loot Reborn, mostly due to these enchanted gems you can find when looting chests. Some increase your magic resistance, others fortify melee attacks or regeneration of health/magicka/stamina. My only nitpick is that they're usually OP (the magic resistance it gives you is 80% right off the bat) and you can get quite a bit of jewelry/items that just take up space (or make you rich too quick). So I want to create a mod where you can convert enchanted items into scrip (probably call it [Enchanted Scrip] or [Aetherial Scrip]) and then exchange the script for tokens/gems/runestones that give small player buffs (one/two-handed weapons do 5% more damage sort of thing). The items stack, so this would allow you to clear out items that you'll never use for buffs that accumulate into something substantial. I already have a plan for the scrip vendor as I've done something similar before. The part that I need help with is the converting of items *into* scrip. For now I'd settle for a simple system that converts based on whether the items are unenchanted or enchanted. It would just need to be able to detect and convert modded items as well. I know [World's Dawn] had a similar mechanic with converting items into Augmenting dust/gems/crystals/stones, however that was based on stats introduced in the mod and I can't figure out how it was done. If anyone has any insight into that I'd greatly appreciate it.
  3. So I know there is are tutorials out there that explain how to make a radiant quest that sends you off to a random location to kill a random enemy (bandit/beast/undead/etc). That's no problem for me. What I'd like to do however is create a radiant quest similar to(if not exactly like) the Escaped Criminal quests you get from the companions. I did a quick look through the creation kit and yeah, it looks like it requires a bit of planning. What I'd like to know is if there are any tutorials that explain the steps I need to take to make my own, or if not then what steps could I add to a basic radiant quest to make it more like the companions one. Any help is greatly appreciated!
  4. I have and unfortunately it doesn't update to the new changes either. Still uses the old xmarker location from when I first made the mod. Do I need to update a seq file or something? I feel like this shouldn't be as complicated as it is. :( P.S. the whole reason I moved the xmarker is because the original locations wer within the shrines, causing horses to get stuck in certain ways if the shrine was too small.
  5. https://www.nexusmods.com/skyrimspecialedition/mods/35482?tab=description Alright so it was suggested to have horses teleport w/ the player and his followers for my mod, and I've been tinkering with doing just that. However, after adjusting where the xmarker is placed (mod uses script with moveto) the wayshrines/teleport stone still use the old location of the xmarker. I've tried clearing the properties of the scripts and re-auto filling them. Didn't work. Then I tried clearing the properties, and manually selecting them from the render window. Didn't work. Is there something I'm not understanding? Do I have to remove the scripts when packing them in the creation kit and re-add them or something? Do I have to ceate -NEW- xmarkers and then add them to each and every script that's attached to an activator? Do I need -NEW- activators? Any help is appreciated.
  6. Well I just found out what my problem was. Apparently the shield that I'm using is causing the problem. It's an enchanted shield from the Summermyst Enchantments mod (Enchantment of the Frozen Tower or something). When I use a vanilla shield my zombie is just fine. Sorry I can't help with your problem shumkar but thanks for trying to help with mine!
  7. Ah, I'm playing SE. You have the Twin Souls perk as well?
  8. So this just started happening, and I wondered if anyone else has encountered this from past experiences. If I reanimate (vanilla spells or mod spells) an npc (either left hand alone or dual casting)and then try to equip something else into the left hand (weapon/shield/another spell) the npc immediately turns to dust. Doesn't happen with the right hand, so I can play around it for now. Anyone ever have this occur before? Is this a known glitch or is a mod most likely the culprit?
  9. Thank you all for your speedy responses! Two quick questions: 1. Would creating a RefAlias for the player and attaching a seperate script that counts the diseases (Formlist and GlobalVariable), let the spell execute faster? There is a bit of a delay by having all of the code in just the one script, so maybe splitting the difference might help? If not then I'll leave the script as is. 2. I've been studying one of the scripts from Apocalypse spell mod (Pale Shadow I think) and have a spell that has a script to summon a shade (like from Kilkreath) when the player reanimates a corpse. It works fairly well, however I'm having a little trouble getting it so that if the player reanimates a new corpse before the effect finishes, the previous shade gets removed (unless their command actor limit is two or more). In short, when the reanimated corpse dies (again) they shade needs to go bye-bye. I'm not sure what even or function I need (if even possible). Thanks in advance!
  10. Essentially I'm attaching a script to a spell that will grant the caster up to several beneficial effects based on the number of diseases they have at the start of the effect. My issue is I don't know if this can be done with a formlist or if it has to be several If/elseif statements. Every example of formlist I find is about adding a spell from the list to the player or adding a new form to an existing list. Is what I'm trying to accomplish even possible?
  11. So I had my NPC set up fine earlier. He would initiate dialogue with the player, then offer his services as a merchant. Then the option to start getting quests from him would appear. I had it conditioned so when the merchant quest got set to 1, the dialogue from the other quest would appear. However, after doing more work on said quest, the option to initiate the quest via dialogue doesn't show up anymore. I don't know if it's because I set the quest type from none to Side Quest(I started created the quest before I knowing all the details), or because I updated the SEQ file. He still offers to buy/sell, I just need him to start offering quests. Does he need a quest giving faction like a merchant needs a merchant faction? Any help is appreciated. P.S. I have the SEQ up to date and given him a custom voicetype. Also the quest for his merchant lines is set to Miscellaneous.
  12. So I worked out a way to do what I wanted, even if it resorted to creating unarmed "weapons" and giving them a scripted enchant. However I have a new problem that I need help with: I created a formula to boost unarmed damage when the player equips the fist "weapon" I made. However, if the player uses any item that boosts unarmed damage (Gloves of the Pugilist) and they unequip the fists first, then enchanted gloves, their unarmed damage gets messed up. The problem can be fixed by unequiping the enchanted item and then equiping/unequiping the fists, but this can be immersion breaking. Is there a way for me to script it so the fists store the first value of unarmed damage before any enchanted items buff them? I was thinking of storing the initial value as an int, but I can't remember how that works, or if it works at all. Any help is appreciated!
  13. So I'm working on a mod for my brother so he can do a "Monk" playthrough of Skyrim. 2/3 of the script works as intended (after adjusting some values) but this last part has me stuck. In short, the player's One-Handed skill should increase every time they strike an opponent bare handed. No increase ever occurs. If any of the code looks off, it's because I'm typing this from memory. This script is attached to gauntlets that the player character wears. However the notification never displays. The other scripts I have attached to the gauntlets work just fine (and display their notifications when the conditions have been met). Did I code it wrong, or should it not be attached to the gauntlets? If not, where should the script be attached to? Any help is greatly appreciated!
  14. So long story short, I play Guild Wars 2 every so often, and think adding scepters to Skyrim would be fun. Unfortunately I can't seem to get a script down for doing it. All I would need is for a spell to cast once the player swings their weapon, but I don't know if I need to attach the script to the weapon itself, create an enchantment on the weapon, or create an Alias linked to the weapon. If anyone can help I'd appreciate it. Here's what I've go so far:
  15. That actually worked out like I had envisioned it! I love when simple code gives the best results, hah! Just a quick question, is there a way to restrict the OnHit function to only respond to unarmed strikes or is defining it as weapons as narrow as it gets? Oh god that code.... :wallbash: I understand maybe about a quarter of what was written there. :sweat: Anyway I'll have to study it more to understand exactly what I need to use for my own script. Thanks for the speedy reply, much appreciated! :thumbsup: Well it's not entirely what you need, it's just to sort of explain how OnHit works. I'm a far better scripter than I am a magic creator, so Enai or others can probably help you a whole lot more. Also, I assume you've read the Papyrus Introduction and done the Papyrus Tutorials? I remember doing the hello world and one of the variables and conditionals, then just winging it from there. Most scripts that i wanted to produce were relatively simple so going any further didn't seem necessary at the time. However I might pick back up where I left at some point. I can't always rely on the kindness of strangers to help get me out of a jam XD. Thanks again for your help!
×
×
  • Create New...