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TaichiKid

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About TaichiKid

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    Skyrim
  • Favourite Game
    Craps

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  1. EnaiSiaion, I'm testing with some custom spell mods installed and mine hasn't had any conflict with them, so it seems compatible in that respect. In order to add custom spells or custom effects to the Spell Crafting menus, I would just have to put together a patch for the custom material. I tried to design the framework so that would be as easy as possible. I haven't tried it yet with anything other than some of my own custom spells though.
  2. scrivener07, great info on the upper case/lower case character problem. After reading through it, I have a couple ideas I want to try. I thought about adding Cantrip Tomes to the leveled list via scripts, but if I understand correctly, that can leave footprints in the save game which can cause problems if this mod is uninstalled. I might put out an optional file that updates the leveled lists; that way if someone wants to contaminate their save, it's their choice. Thanks!
  3. For a while now I've been working on a Spell Crafting mod and started doing some testing lately. So far I think it has been working pretty well. I decided to post up a video and see what others think. The mod will let you combine different magic effects in-game and on the fly. You can name your custom spells, have up to 25 custom spell at a time, and each custom spell can have up to 3 separate effects. Let me know if you have any thoughts or suggestions. Thanks! Spell Crafting Demo
  4. I eventually figured this out. In case it helps someone in the future, there was nothing wrong with my script or the way I was registering for the keys. The problem was related to loading the test cell. I was starting the game and doing a coc to my test cell from the Main Menu. No matter what I did, the OnKeyDown event would not register any keys being pressed. However, if you save immediately after doing a coc to the test cell, and then load the save, everything starts working. When testing anything I now always load my test cell, save, and load the save before trying new functionality. That seems to clear up a lot of headaches (caused by banging my head on the desk). Cheers.
  5. In my case I started by building my own player home. I was never completely satisfied with the homes in the game, I knew what kind of home I wanted, so I built it. That gave me an easy project with a clear goal, and by the time I was done I was a lot better with the Creation Kit. There are also several good tutorials on YouTube for building player homes. Modding, I'm learning, is a journey of a 1000 miles, but you need to start with the first step. Pick a direction, take a step, and don't look back.
  6. I would like to be able to sense when the left mouse button is clicked. I have the following script attached to an otherwise blank Quest. I have SKSE 1.6.6 installed. When I load up a test cell I see the "Looking for keys..." message, but never see the messages in the OnKeyDown event fire. I've checked my papyrus runtime log and don't see any errors from my script. I've tried registering for other keys; they don't work either. Any suggestions? Thanks in advance. Scriptname _KeyPressScript extends Quest Event OnInit() Debug.Notification("Looking for keys...") UnRegisterForUpdate() UnregisterForAllKeys() RegisterForKey(256) EndEvent Event OnKeyDown(int keyCode) Debug.Notification("keyCode = " + keyCode) if keyCode == 256 Debug.Notification("left mouse key...") EndIf EndEvent
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