Jump to content

godssin

Members
  • Posts

    22
  • Joined

  • Last visited

About godssin

Profile Fields

  • Country
    United States
  • Currently Playing
    Skyrim, FFXIV, FFXI
  • Favourite Game
    Final Fantasy XI Online / Final Fantasy XIV A Realm Reborn

godssin's Achievements

Explorer

Explorer (4/14)

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

Recent Badges

0

Reputation

  1. well I could do everything you asked except the animations, sounds fairly easy so if I could get an animator to help I could do this for you. Also sorry for the late reply
  2. Currently making many mods that i will combine into one huge FFXI Spells and Abilities mod for Skyrim.
  3. Yeppp, I made one for oblivion and working on one for skyrim now (I might upload my oblivion one eventually here)
  4. I've been looking through a lot of forums and whatnot because I need a script to activate when I cast a spell to monitor my magicka and when it hits a certain amount, to dispel the effect, in oblivion this would be easy with registerforsingleupdate and an onupdate script, because you can make the spell activate a script, but in the Skyrim Creation Kit I haven't found a way to attach a script to a spell. I may just be bad at finding information because I searched the CKWiki and wasn't able to find much, just vague ideas, and on forums I saw that using a quest alias to attach a script to the player could be an idea, but didn't say much on how to do so. so basically, can someone please help explain how to make it so I cast my summon spell, and have the spell activate a script to watch my magicka until it reaches <= 2 than dispel the summon and stop the magicka watch script.
  5. Thank you guys, Matthiaswaggs link helped me with a general script and Isharas links were just what I was looking for It was actually quite helpful to me so I'm not sure why it's avoided o.o
  6. Not 100% sure about this but just a logical guess, it could just be that they are overlapping and one is covering the other, since they would both be placed at the same part of the finger
  7. New to skyrim scripting, I played with oblivions a lot, but skyrims is not quite the same, im trying to make a mod that adds 1 to a (global, if possible haven't played to much with CS so not sure if globals still exist or are even needed with this script system) variable every time you kill something with the weapon the script is attached to, so that a quest can move on when the variable reaches "x" amount. ive been looking through the forums and cant really find anything on this, and cant find a site with a full list of papyrus (did I spell that right?) scripting functions/syntaxs (if you know of a site plz post). and sorry if this has been answered before, like I said, I looked and didn't find anything on it, if this has been answered please post a link to the forum.
  8. I am making a mod that requires each kill I make to change a global variable, does anyone know how a script to change variables on kill? I have looked and cant find a command for this anywhere.
  9. im saying its an idea that i want to do, i can script it on my own but want to know if it is something the community might like or not. I want to contribute mods because ive downloaded a bunch but havn't uploaded any.
  10. I had an idea to make scripts that add attribute bonuses to gearsets. Using elven as an example, i might make it 2/5=Marksmen +2, 3/5=Agility +5, 4/5=Marksmen +3 and 5/5= Speed+5, Making this Accumulative so with full set you get Marksmen+5 Agility+5 Speed+5 only when full set is on, or if you have 4/5 its Marksmen+5 Agility+5. Or with Deadric i could make it 2/5=Endurance+3 3/5=Destruction+4 4/5=Heavy Armor+5 5/5=Max hp+100 or something like that.
  11. I have an idea for a new magic system. A "Blue Magic" System from final fantasy! I will be working in building this. I already have some done and tested to make sure spells are obtained semi-Blue Mageish. You have a slight chance to learn Upon getting hit. As per normal Blue Mage. Your spells will costrelatively low MP. I plan on taking all shops spells out and disabling spell-making. This will force mages to "Earn Their Stripes" so to say, and stops them from becoming overpowered. The way i make this fair for all characters is by using your int. The higher your int when you learn the spell the more powerful the spell (note if you get a spell at int 50 and eventually get 100 you will still have the 50 spell, to get the max power you must relearn) So in genral a mages spells would be more powerful than a Battle Mages or a Fighters, since their int tends to be lower than a pure mages. This seems like a more balanced magjc systen to me because you can only learn spells of enemys you cab take a few hits from. So you wont get super powered spells off the bat. (still deciding weather to keep or disable starting spells.) NOTE:SPELL IDEAS WILL BE TAKEN INTO CONSIDERATION,I CAN SCRIPT A BUNCH OF EFFECTS BUT CANNOT MAKE NEW SPELL TEXTURES AND ANIMATIONS!
  12. Anyone think this is a good idea??
  13. If it is the economy mid from OOO than its doing what its supposed to, it nakes it so you need to spend to get and gold is always changing, just like in real life, you are nit the only person in gane buying and selling, its all chance and the trick here is to buy a lot of cheap itens until the shop keeper has enough to buy your big item, than slowly sell the snall items back as you beed the money, almost like a bank becuase you lose some money (not much) but also gain a lot more than you started with in the end. Just specify a chest you can di this with, prime example would be, keep buying all the iron arrows fron any general shop, that way it gets alot of money, than sell the large item, store all your arriws in a chest at your house than sell them back as you need the money, i have 54k iron arrows sitting at my house, thats 54k gold waiting for me, just have to sell a bit at a time or sell to multiple shops.
×
×
  • Create New...