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Nexus Mods Profile

  1. The only idea I had for this was to make staves into 2-handed weapons. * They are classified as 2-handed warhammers and can only be equipped into the right-hand * You can ONLY equip spells into the left-hand, anything else will prevent you from using the staff to attack (This is done by changing the ATTACK animation conditions into in the Idle Animations tab in the CK) * Create FNIS alternate animation script that will fire when a staff is equipped and changes the left-hand spell-casting animation into the right-hand staff casting animation. This was a mod that I planned to make but never even started doing it, since I'm focusing on something else right now, I can't guarantee this method will work :sad:
  2. For example, if I had a script that checked if a spell is available in a formlist, would there be any noticable difference is script speed between a formlist containing 30 forms and another containing 800 (Just an example, I don't think it would actually be possible to reach 800 spells unless you download all spell mods on the nexus) ?
  3. http://www.nexusmods.com/skyrim/mods/11811/?
  4. That is acutally a bad idea for multiple reasons 1) It will not stack with other "Apply combat hit spells". For example, it will either not work if you have taken the Warmaster, Deep Wounds, Paralyzing Strike, Hack and Slash perks. I only use "Apply combat hit spells" entry points if I'm sure I'm creating a mod that will overhaul the entire perk tree anyway. 2) Conditions on spells/perks are checked every time the spell hit or every 1 second if it's a constant effect on a target, and having 20 CONDITIONS in one spell can be sure to cause some strain on the comupter (not too much, but it's actually higher than a very simple script). 3) This can actually be done by a very easy script that won't put too much pressure (if none at all) on the game. I'm still average when it comes to scripting so there is probably a better spell idea than this : Create a dummy Faction. Attach a script + the faction to each actor that is in combat ('I suggest reading about "Dynamically attaching scripts to actors"). Add an onhit event on the target When the even triggers, detect if Aksource (the thing that hit the target, is a weapon) If yes, Increase the target's faction rank by 1. When the target's factionrank reach 20, do your desired effect. Dispel the effect and remove the target from the dummy faction when he leaves combat or your mod is uninstalled.This is the best I could come up, it's very lightweight on script usage, but I'm 100% sure a better scripter could make it even lighter.
  5. Never forget Apcoalypse spell package :p Also, Grimoire 2.0 has an electrify spell that surrounds in electricty and causes your melee attacks to deal bonus shock damage.
  6. http://www.nexusmods.com/skyrim/mods/57067/? http://www.nexusmods.com/skyrim/mods/23416/?
  7. Either via conditions or scripts, I need a way to efficiently detect which hand is currently swinging a weapon. (Especially for dual-wielding since that happens extremely fast)
  8. I create a small mod where normal attacks consume stamina based on weight (by casting a damagestamina spell on the player). The spell works perfectly and I decided to create a small script to get the magnitude of the effect to make sure it is being calculated perfectly but the script doesn't work at all (the spell is working fine but the message never shows in-game Scriptname SH_GetMagnitudeDebug extends activemagiceffect Actor caster Actor target Float Magnitude Event OnEffectStart(Actor akTarget, Actor akCaster) target = akTarget caster = akCaster Magnitude = self.GetMagnitude() as int Debug.Notification(AkTarget as string + " Swung his weapon for " + Magnitude + " stamina cost") EndEvent
  9. http://www.nexusmods.com/skyrim/mods/8705/? www.nexusmods.com/skyrim/mods/24377/ http://www.nexusmods.com/skyrim/mods/15860/? These 3 mods currently have an armor formula similar to what you described (but they are quite outdated). I suggest looking at how they work so you can understand and learn from them before starting your own mod.
  10. My problem is extremely simple, I want to have a Combat hit spell perk that ONLY applies on left attack or a Mod attack damage perk that ONLY affects weapon in the Right hand. Unfortunately , it seems like it is impossible to detect which hand is attacking unless I heavily mod the Attack data for every single humanoid race in the game (which will create huge incompatibility issue). The other, safer way, is to have an Onhit script that detects AkSource but I'd rather avoid scripting if possible.
  11. Oh wow, seems like this an extremely annoying limitation. Is there any work-around other than having to remove the item from the inventory before casting it into an Objectreference variable ?
  12. I'm trying to create a scripted spell that allows the player to temper a spell Event OnEffectStart(Actor AkTarget, actor AkCaster) Caster = AkCaster ObjectReference AlteredWeapon = Caster.getEquippedWeapon() Float Magnitude = Self.GetMagnitude() Int i = 0 While (i < Material.Length) If AlteredWeapon.HasKeyword(Material[i]) if (Caster.GetItemCount(Ore[i]) >= 1) AlteredWeapon.setItemHealthPercent(Magnitude) advanceSkill("alteration", skillAdvancement * Magnitude) Else ; caster must have had no valid ore FailureSFX.play(caster) failureMSG.show() endIf Endif i += 1 EndWhile i = 0 AlteredWeapon = None EndEvent The only problem is that the "ObjectReference AlteredWeapon = Caster.getEquippedWeapon()" line doesn't work. I keep getting the message "cannot cast a weapon to a objectreference, types are incompatible"
  13. Title self-explanatory, I'm trying to have a script that fires when the player get hit and find the damage dealt by the attack/spell. The most obvious solution is to save the health of the player into a variable and after getting hit calculate the difference between the currenthealth of the player and the variable, which would give approximatively the health of the player. The only problem with that solution is that the player health could regenerate meanwhile, and if it takes a lot of time before he gets hit, the damage taken will be horribly wrong. Any tips or solution on how to do this script ?
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