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FafnirEtherion

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  1. So, here's my script : Scriptname YellowLanternRingScript extends ObjectReference SPELL Property SummonYellowLanternBowConstructSpell Auto SPELL Property SummonYellowLanternFrostbiteSpiderConstructSpell Auto SPELL Property SummonYellowLanternKatanaConstructSpell Auto SPELL Property SummonYellowLanternScytheConstructSpell Auto SPELL Property SummonYellowLanternSkeletonConstructSpell Auto SPELL Property YellowLanternArrowsSpell Auto SPELL Property YellowLanternAuraLightSpell Auto SPELL Property YellowLanternAuraStrongSpell Auto SPELL Property YellowLanternBeamSpell Auto SPELL Property YellowLanternBoltExplo Auto SPELL Property YellowLanternBoltSpell Auto SPELL Property YellowLanternBowSpell Auto SPELL Property YellowLanternKatanaSpell Auto SPELL Property YellowLanternScytheSpell Auto Event OnEquipped(Actor AkActor) Game.GetPlayer().AddSpell(YellowLanternAuraLightSpell) Game.GetPlayer().AddSpell(SummonYellowLanternBowConstructSpell) Game.GetPlayer().AddSpell(SummonYellowLanternFrostbiteSpiderConstructSpell) Game.GetPlayer().AddSpell(SummonYellowLanternKatanaConstructSpell) Game.GetPlayer().AddSpell(SummonYellowLanternScytheConstructSpell) Game.GetPlayer().AddSpell(SummonYellowLanternSkeletonConstructSpell) Game.GetPlayer().AddSpell(YellowLanternArrowsSpell) Game.GetPlayer().AddSpell(YellowLanternAuraStrongSpell) Game.GetPlayer().AddSpell(YellowLanternBeamSpell) Game.GetPlayer().AddSpell(YellowLanternBoltExplo) Game.GetPlayer().AddSpell(YellowLanternBoltSpell) Game.GetPlayer().AddSpell(YellowLanternBowSpell) Game.GetPlayer().AddSpell(YellowLanternKatanaSpell) Game.GetPlayer().AddSpell(YellowLanternScytheSpell) EndEvent Event OnUnequipped(Actor AkActor) Game.GetPlayer().RemoveSpell(YellowLanternAuraLightSpell) Game.GetPlayer().RemoveSpell(SummonYellowLanternBowConstructSpell) Game.GetPlayer().RemoveSpell(SummonYellowLanternFrostbiteSpiderConstructSpell) Game.GetPlayer().RemoveSpell(SummonYellowLanternKatanaConstructSpell) Game.GetPlayer().RemoveSpell(SummonYellowLanternScytheConstructSpell) Game.GetPlayer().RemoveSpell(SummonYellowLanternSkeletonConstructSpell) Game.GetPlayer().RemoveSpell(YellowLanternArrowsSpell) Game.GetPlayer().RemoveSpell(YellowLanternAuraStrongSpell) Game.GetPlayer().RemoveSpell(YellowLanternBeamSpell) Game.GetPlayer().RemoveSpell(YellowLanternBoltExplo) Game.GetPlayer().RemoveSpell(YellowLanternBoltSpell) Game.GetPlayer().RemoveSpell(YellowLanternBowSpell) Game.GetPlayer().RemoveSpell(YellowLanternKatanaSpell) Game.GetPlayer().RemoveSpell(YellowLanternScytheSpell) EndEvent I don't know why, but only the YellowLanternAuraLightSpell is added / removed of the player inventory when I equip the ring... It's worth noting that at first, The script was like that Scriptname YellowLanternRingScript extends ObjectReference SPELL Property YellowLanternAuraLightSpell Auto Event OnEquipped(Actor AkActor) Game.GetPlayer().AddSpell(YellowLanternAuraLightSpell) EndEvent Event OnUnequipped(Actor AkActor) Game.GetPlayer().RemoveSpell(YellowLanternAuraLightSpell) EndEvent Then, I added every other spells after a quick ingame check to see if the aura spell was properly added EDIT ! Nevermind, I re-started a game to test the script from a fresh save and it worked flawlessly ! I am REALLY happy right now :D !!! I've just made my first working script ^^ ! Hurrah !!!
  2. Hey ! Thanks for the tips, guys ! I hope I'll manage to script properly ^^ !
  3. These items are adding passive effects to the character, not usable, castable spells :/ ! But thanks for the links ! These will be useful
  4. Hey guys ! I am working on a new Skyrim mod ( want a preview ? ;) ) , but I have no idea how to script whatsoever ! Tutorials weren't as useful as I thought they would be, so I ask here if somehow could help me how to script a very simple script : Basically, I would want to add some spells to the player once he equips a piece of armor, and remove the spells as he removes the armor... I've seen so many mods using this king of script, but I can't seem to replicate it :/ Any help would be greatly appreciated ! Thanks for reading, guys ^^ !
  5. Yes ! That is the problem :( My one and only hope is that someone sees this post and have a backup of this mod... Otherwise, I'm pretty much sc*wed :/
  6. Hi ! ^^ I have got an impossible mission for Tom Cruise wanna-be, here ^^ So, basically, This mod was upload by Tribalizer a while ago.... But all of this mods are gone ! I managed to find a video showcasing THE mod I want... I've been searching it FOR DAYS !! If anyone have a backup of this mod, a link to a obscure site where it got uploaded - Hell, I'll even take the Russian Version of this mod ! - That person would be my hero ! Please Obi-Wan Kenobi, you are my last hope ! X) PS : I managed to find the WW2 Captain America Outfit on a french Modding site ( http://www.confrerie-des-traducteurs.fr/fallout-nv/mods/armurerie/armures/tenue_du_captain_america_ww2 )
  7. Hi ! I'm looking for one of my favorite mod EVER but it seems it got removed from the Nexus :/ It would be for my personal use... So, If someone still have it from a backup of some kind, I would be grateful for ever ^^ Thank you for reading and concidering to help me and see you soon !
  8. Hello ! I started working on a port of this gun for my personal use ( Maybe even a release, who knows ? ) http://www.nexusmods.com/fallout3/mods/16347/? However, I felt like I could improve it. So I made it one handed and use the Sawn-off shotgun. I managed to match the animations : It looks perfect apart from one annoying little thing : Each time I reload or check for ammo ( Hitman's Mod ) The barrel and the shells move backwards to a point where they clip through the handle of the rifle and I don't know why at all :/ I tried renaming the NiNodes, and the NITriStrips but the issue persist... It's driving me mad ! The Shotgun is almost perfect if it wasn't for that DAMN thing :/ If you happen to know why and or how to fix it, I'd be very thankful. If you wanr to check by your self, I'll upload a link to the model later Until then, thanks for reading my broken English and for trying to help me if you attempt to help me ^^
  9. I just discovered your project... This is just AWESOME !! I'm more hyped in this than in anything else right now :D ! Good luck : You're doing a great job already ^^
  10. Hello Nexus ! I always liked the idea of wielding a dagger backwards but, as you might already know, the mesh looks odd and funny when you shealth your weapon. So, here's the thing : http://www.nexusmods.com/skyrim/mods/40775/? this mod contains an Animated balisong... In other words, the shealthed model is different from the actual unshealthed model... So I did some workaround and I managed to replace the models of the balisong with the reversed Mehrunes Razor from that mod : http://www.nexusmods.com/skyrim/mods/2727/? and I replaced the shealthed model with the vanilla Mehrunes Razor. And it works perfectely ! No more reversed shealthed dagger ! I'd gladldy do the others myself but... I have 0 skills in modding so if someone could use the script for other dagger or even make the scripted reversed Mehrunes Razor not replacing Valdr's Lucky dagger, I would be thankful. + Who doesn't want to have a reversed dagger =)
  11. Iiz... Slen Nus !!!
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