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Vega1942

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  1. Hi all, I'm creating a spell mod that regenerate and fortify magicka they're separate magic effects in the CK. this I have no issue with My issue is that i wanted to add visuals to the spell, i made a spell effect that is a duplicate of the lightning cloak spell when i cast it in game i get double effects in the Active effect menu. its only in the description of the effect it doesn't add any modifiers to the effect. I hope its clear what my issue is. here's a screen shot for more clarity. Edit: In case anyone is wondering about the solution, its because one of the magic effects didn't have description in it.
  2. Well, I spent a few hours fiddling with creation kit, I couldn't do it with either method mentioned above but I did do it using a spelleffect. so, you cast a spell and the menu appears. here's the script If anyone's wondering how I did it: Scriptname TheNameYouPicked extends activemagiceffect Actor Property PlayerRef AutoObjectReference Property TheObject Auto Event OnInit()TheObject.Activate(PlayerRef) EndEvent
  3. the thing is my scripting knowledge is very minimal, I know next to nothing except very basic things, I'll try one of the methods you posted and see which one works best.
  4. Hi all, I have basic knowledge on how to operate the creation kit. so far, I've created a custom workbench, and a custom misc item. what I want to do is to make it so that when I activate the misc item in my inventory it opens the crafting menu. I know that I might need scripting to do so, but I have no idea how. any help is appreciated.
  5. how do I set the property for the "returnMarker" ?
  6. "playerRef.additem(Myitem)" worked like a charm thanks :laugh:.
  7. im sorry I didn't think to check my inventory I thought at the item name would show up in the top right corner of the screen, my bad, its works fine now thanks for your help I really appreciate it and sorry for wasting you time.
  8. its a normal miscitem I did not edit the item but I checked anyway its flagged as playable
  9. yes I did fill it in the property window but the item won't show ingame
  10. ok it showed me the the debug notification but still no item, what should I do ? i'm fairly new to scripting and I don't know what i'm doing most of the time, so your help is greatly appreciated.
  11. no the script is extends to an effect so I tried editing the script to scriptname myScript extends activemagiceffect actor property player auto MiscItem property Myitem auto event oneffectstart(actor AkTarget, Actor AkCaster) If Akcaster == game.getplayer() Elseif Aktarget == Game.getPlayer() Player.additem(Myitem, 1,true) Endif endevent but its still not working, so what is it I'm doing wrong?
  12. I'm doing a simple script that adds an item to your inventory when you drink a potion but I don't know what I'm doing wrong, here's the script actor property PlayerREF auto MiscItem property MyItem auto Event OnEffectStart(actor AkTarget, AkCaster) If AkCaster == Game.GetPlayer() ElseIf AkTarget == Game.GetPlayer() Player.REF.AddItem(MyItem, 1,ture) Endif EndEvent it compile just fine but when I go in game to test it nothing happens, so any help would be appreciated thanks.
  13. I think I figured it out, you must leave the Show/Hide menu on for the decals to appear don't click close, that worked for me.
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