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[LE] Single Element Immunity
npdogg replied to Rizalgar's topic in Skyrim's Creation Kit and Modders
Use conditions on mod incoming damage. Probably easier to filter out damage types that have magic keywords as I don't expect all physical attacks come from keyworded sources. -
[LE] Advance stage on player shout?
npdogg replied to luvadea's topic in Skyrim's Creation Kit and Modders
Add a Reference Alias to your quest and fill it with the player. Add a script to the alias with the OnSpellCast event. If the spell cast is equal to clear skies call SetStage. You'll probably also want a check that the quest is at a current stage as well, otherwise any use of Clear Skies will set the stage regardless of progress in the quest. -
[LE] Help me troubleshoot my teleportation script?
npdogg replied to lesleymac's topic in Skyrim's Creation Kit and Modders
I like this solution. Much more straightforward. With regards to the original solution, the only thing I can think of is that the properties aren't initialized. Have you checked your papyrus log? -
[LE] Trying to modify an existing script
npdogg replied to arael53's topic in Skyrim's Creation Kit and Modders
Bleh. Just realized that I made a mistake in the function signature for OnEffectStart - akTarget should come before akCaster. That may be why it isn't working. -
[LE] Custom Follower AI script
npdogg replied to UltimateNinjaOfDoom's topic in Skyrim's Creation Kit and Modders
I mean what you're trying to do is kind of advanced for someone new to modding. It's not just a simple matter of copy-pasting something. There are multiple parts that would need to work together to make this happen, including a quest, probably a story manager event, and maybe scripting. I would recommend looking at how other similar events happen, such as the Courier (who force-greets the player both inside and outside towns) and the Dawnguard character Durak who always greets the player in the first town they enter at level 10. -
[LE] Trying to modify an existing script
npdogg replied to arael53's topic in Skyrim's Creation Kit and Modders
How are you attaching the magic effect to the player? -
[LE] Custom Follower AI script
npdogg replied to UltimateNinjaOfDoom's topic in Skyrim's Creation Kit and Modders
General consensus is that changing the opening sequence is risky at best. Outside of that, it is certainly possible to get an NPC to run up to and greet the player. -
[LE] Trying to modify an existing script
npdogg replied to arael53's topic in Skyrim's Creation Kit and Modders
ScriptName SwingCostsStamina extends ActiveMagicEffect Actor TargetActor String WeaponSwingRightEvent = "weaponSwing" String WeaponSwingLeftEvent = "weaponSwingLeft" Float SwordStaminaCost = 5.0 Float DaggerStaminaCost = 2.5 Event OnEffectStart(Actor akCaster, Actor akTarget) If akTarget == Game.GetPlayer() TargetActor = akTarget RegisterForAnimationEvent(TargetActor, WeaponSwingRightEvent) RegisterForAnimationEvent(TargetActor, WeaponSwingLeftEvent) Else Dispel() EndIf EndEvent Event OnRaceSwitchComplete() RegisterForAnimationEvent(TargetActor, WeaponSwingRightEvent) RegisterForAnimationEvent(TargetActor, WeaponSwingLeftEvent) EndEvent Event OnAnimationEvent(ObjectReference akSource, String asEventName) If akSource == TargetActor Int EquippedItemType = 0 If asEventName == WeaponSwingRightEvent EquippedItemType = TargetActor.GetEquippedItemType(0) ElseIf asEventName == WeaponSwingLeftEvent EquippedItemType = TargetActor.GetEquippedItemType(1) EndIf If EquippedItemType == 1 TargetActor.DamageActorValue("Stamina", SwordStaminaCost) ElseIf EquippedItemType == 2 TargetActor.DamageActorValue("Stamina", DaggerStaminaCost) EndIf EndIf EndEvent -
[LE] Multiple If Statements
npdogg replied to javaplaza's topic in Skyrim's Creation Kit and Modders
Dawnguard uses OnHit to detect when Dexion is charmed during Prophet. Scriptname DLC1VQ03VamprieCharmDexion extends ReferenceAlias {When the player uses a spel on Dexion that has the "vampiremesmerize" effect, display a new objective} Event onHit(objectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) if GetOwningQuest().GetStageDone(6) == 0 if akAggressor == Game.GetPlayer() as ObjectReference Spell sourceSpell = akSource as Spell If sourceSpell != None && GetActorRef().HasMagicEffect(VampireMesmerize) GetOwningQuest().SetObjectiveCompleted(40,1) GetOwningQuest().SetObjectiveDisplayed(45,1) endif endif endif endEvent MagicEffect Property VampireMesmerize Auto -
[LE] Multiple If Statements
npdogg replied to javaplaza's topic in Skyrim's Creation Kit and Modders
Even simpler, no need for the counter and just move the guard to the quest function.