Jump to content

Rizalgar

Supporter
  • Posts

    193
  • Joined

  • Last visited

Nexus Mods Profile

About Rizalgar

Profile Fields

  • Discord ID
    Rizalgar#8598
  • Country
    United States
  • Favourite Game
    Turok 2 Seeds of Evil

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Rizalgar's Achievements

Community Regular

Community Regular (8/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I am leaving the modding scene, and I'm doing so with a ton of unfinished work. https://www.nexusmods.com/skyrim/mods/97859?tab=description What I was working on. I wasn't close to finishing, and now I never will be. If anyone is interested, just shoot me a dm and I'll walk you through what I left off with. Anyways, best regards. I'll still be lurking out in the forums from time to time, throwing out help or insight if I can. Been a part of this community for quite some time, don't plan on leaving it just yet. -Rizalgar P.S. Someone convince Nexus to make a forums app for iOS and Andriod already.
  2. Odd. It's not listed as an SKSE function, so not sure why it wouldn't recognise it... Maybe it has to do with the extend. https://www.creationkit.com/index.php?title=Play_-_EffectShader
  3. I haven't done much work with it... But check in to using the effect shader via Play. Find the effect your ward uses, then do something like WardEffect.Play(PlayerRef, x.x) ;Replace x.x with float time, or remove to play indefinitely until told to stop using .Stop()
  4. Use Actor Property PlayerRef Auto Then If Player == PlayerRef Ward.Cast(PlayerRef) EndIf Sorry for not containing, on mobile.
  5. One way off the top of my head is extremely inconvenient and time consuiming, as it would require a script to be attached to every actor. Alternatively, you could try to use an alias quest ref with PlayerRef. I can't guarantee you it would work, just something you could try. Haven't test compiled it myself, so don't let me tell you it'll work, let alone compile. Just a thought, can expand from there.
  6. Just a thought for #1. Perhaps have it do a check for IsOnMount? Think the reason for this is because when you mount the horse, it is now the "player", so to say. Given that, it would not longer follow it's AI routine via the script. So possibly do an IsOnMount check with the horse, and if so, have the PathToReference run on the player, instead. All speculation, not something I've tested myself.
  7. While I stand with maxrturo on the timing of it, this is nonetheless a great idea. Seems like something that Nexus should have actually implemented themselves during the upload process for a mod, something that they should actually do now. Not just for Skyrim, but just about all the games that have mods that can make core vanilla changes. You've got my vote, lad.
  8. Ho ho. I did not think of that... I will give it a shot.
  9. I'm not 100% on why the CK would delete records on a merged plugin, but I can tell you this... Auto-generated NavMesh is broken. Most of the time. It does a decent job, but you will still need to go back and manually edit a lot of it, depending on the landscape. I.e. if you have a lot of tunnels/doorways in a dungeon, or a lot of statics in an open world space, it'll need a good bit of cleaning. On a side note - I'm not too fluent in TES5Edit, as I've only ever used the CK with the aforementioned fixes. Have you loaded up the merged plugin in TES5Edit to check for any errors? Edit - Have you considered trying to turn the merged plugin into an esm, then NavMeshing it as an esp?
  10. Well, he never posted back, but I'll throw my two cents in anyway. Who knows. This may not be the most efficient way of doing it, I strictly use a framework for my mod to determine whether or not the player has the correct items, levels ect to use a spell. So feel free to correct where I'm wrong. What this will do; Set conditional item requirement Set script to check and remove item on use Unequip once out of item(s) What this won't do; Whatever you limit yourself to First, hop in to your script. Since this will be added to the ME, there's no point in going back and forth. Linking spell if that is needed Then, go into your magic effect, attach the script after naming it and all that. Don't forget to go into the script in the ME menu and set the properties. Oh, one thing. If you do not set a Magic Skill in the ME menu, the spell will not show up in game. Just an FYI, least it's the case I keep coming across. After that, just create the spell(s), attach the magic effect(s), then set the condition as was mentioned in previous posts.
  11. Okay. So, I guess this is really kind of two questions. Firstly - Is there a way to make the player immune to physical damage, and ONLY physical damage. I've tried using a perk for ModIncomingDamage but that affects all incoming damage, not from a specific source. I tried a perk that increases armor to a ridiculous amount, that didn't work. Any ideas? Second - I am defaulting to the immunity thing because of this little problem... NPC's don't like equipping items that deal 0 damage. Is there a way that I'm not aware of to force equip? I've tried this, but to no avail. I thought that would be sufficient enough to do it, no go. I've tried it in multiple forms, they just don't want to equip the damn thing for more than half a second on state change. An answer to either problem will suffice, though I prefer a resolution to the second one, if possible. Or maybe it's not possible at all? Or maybe I'm retarded? We'll never know. I know it's been a while since I've been at the forums, or here at all, really. Mostly, I try to figure it out on my own now. I'm sure one of you veterans have some insight that could help me, though.
  12. Currently making updates for Skyscape
  13. PM with any questions or hop on my discord. Link ----- https://discord.gg/mJrqK7
  14. Hmm touche. I wanted to write them new because it uses a math formula for chance to mine as well as being an endless resource. It also has a skill requirement and inventory check requirement before gathering. I'll check when I get off work and see if I can maybe modify the original to get what I want. Edit -- So I debugged my script some more and it's not returning to the Normal state despite being explicitly told to after modifying it. Edit --- Sigh. It's because I spelled "Resetting" wrong and I once again prove to myself how much of a dummy I can be. For Googlers - A working custom activator and furniture script The activator script - Replace function with what you want your activator to do. The furniture script - Keep as is. DO NOT MODIFY unless you have found a way to improve on it.
  15. Mostly. Now when I leave the activator, I can't reenter it. Dunno what's up with that. Sigh.
×
×
  • Create New...