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wolfdol

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  1. I think you are right :) I asked the user to check OBSE version although the guy said latest version was already installed.. :( Eventually, I deciede to make an alternative esp file which don't contain door script and to keep looking. Thanks for your help :)
  2. Hi there. I recently made and uploaded a castle mod (Wolfdols Castle Empire, https://www.nexusmods.com/oblivion/mods/49655?tab=description) a user who downloaded reported door problem but I can't find any problem :( according to him, the door is not activated when click it so he had to use console command 'activate'. Door script is as follow. Can you find any problem? ----------------------------------------------------------------------------------------------------------------- Scn WCEExtDoorScript Ref Horse Begin Onactivate Set Horse to Player.GetPlayerLastRiddenHorse If GetPlayerHasLastRiddenHorse If Horse.Getdistance WCEStableMarker(Parking point in the stable) <= 1750 && .... Horse.Moveto WCEStableMarker Message "..." Activate return Elseif Horse.Getdistance WCEStableMarker <= 200 Activate Return endif Else Activate Return endif ---------------------------------------------------------------------------------------------------------------
  3. I tested as you write and read the rink. After that, I realized follower's disposition toward NPCs (guards, commoners..) was higher than aggression because his high personality.. When I set his aggression to 30, he finally assist me. Now I fixed the problem. thank you Striker, you saved my mod :)
  4. If you want 'growing' weapons, there are some ways. when you want to enchance weapon's enchanting power by kills, just use script effect magic. For example, you can use weapon's enchanting script as follow. --------------------------------------------------------------------------------------------------------------------- Scn GrowingWeaponScript Ref target (cf. It means enermy) Short kill (cf. It means numbers of kill) Begin scripteffectstart Set target to getself If Kill >= 100 XmarkerActor.Moveto Target XmarkerActor.Cast DamageSpellStrong Target (cf. XmarkerActor is reference. you can use Xmarker as Actor to cast spell) Elseif Kill >= 50 XmarkerActor.Moveto Target XmarkerActor.Cast DamageSpellWeak Target ....... endif Begin Scripteffectfinish If Target.Getdead == 1 Set Kill to (Kill + 1) (cf. It means +1 enemy dies = +1 weapon's kill count) endif end ----------------------------------------------------------------------------------------------------------------------- If you want to enhance Weapon's bagic damage, you can use SetattackDamage function. For example, ----------------------------------------------------------------------------------------------------------------------- Scn GrowingWeaponScript Ref Weap Float WeapDamage ..... Set Weap to Player.Getequippedobject 16 Set Weapdamage to Getattackdamage Weap ..... Begin ScriptEffectFinish If Target.Getdead == 1 Set Kill to (Kill + 1) Endif If Kill >= 100 Set WeapDamage to (WeapDamage + 2) SetattackDamage Weap Weapdamage Set kill to 0 endif ---------------------------------------------------------------------------------------------------------------------------------- I didn't test it. For more details, Go to Constrution Set Wiki and find Scripting - All functions - SetAttackDamage, GetattackDamage.. and so on. God bless your mod :)
  5. I have been making a mod in which there is a NPC to be used as companion.. but I realized that the companion doesn't aid combat when Player are attacked by other npcs. I checked Ai and faction problem but I have not found any problems. The follower's setting is as followed. Same faction Ownership set (Owner = player, so disposition == 100) Ai (Follow player, Aggression 5, Responsibility 100) the companion aids player If responsibility <= 30, of course I don't want to do so :( Can you find any problems I didn't realize?
  6. I am making Creature Companion mod and trying to give him some skills and abilities. some skills are based on his normal hit or Death of Enemies (ex. 1) When Dog hit enemies, Hits cause 25% Paralyze 2) When Dog kill enemy, Buff effect activated) I tried following script but not works :( Can i have it work? ------------------------------------------------------------------------------------------------ Scn Talent01 ; script when Enemy die Ref Target ... ... If CompanionRef.GetCombatTarget == Target Get Target to Getself If Target.Getdead == 1 Actor.Moveto Player Actor.Cast BuffSpell Player endif endif ------------------------------------------------------------------------------------------------- Thx for Reading :)
  7. Sorry about late reply I wrote a new Script for testing your sugguestion althought I can't write in same way because of kind of item used - Misitem(can't use scripteffectupdate as far as i know) anyway, my script not worked. Magnitude didn't change regardless of Health rate :sad: can you know what problem is? This is my script --------------------------------------------------- SCN wolfHeartRestore02 short UpdateCount Float HealMagnitude Begin Gamemode If UpdateCount < 60 Set Updatecount to Updatecount + 1 return endif if Player.GetEquipped WolfHeart(MisItem) == 0 Player.RemoveSpell WolfHeartPassiveLeveled(Heal, Abillity) return else Player.Addspell WolfHeartPassiveLeveled(Heal, Abillity) set UpdateCount to 0 set HealMagnitude to 100 * (1 - ((GetAv Health) / (GetMaxAv Health))) SetNthEffectItemMagnutude Healmagnitude WolfHeartPassiveLeveled 0 endif end -------------------------------------------------------------------------------------------------------
  8. 'Source' is Reference Editor ID of Activator. I placed 'Source' in cell and check 'persistent reference' and 'initially disabled'. Unfortunately, this guy 'Source' still cast twice I resolved it by change spell type to Ability and use 'IsSpellTarget == 0' command. thank for your help. you save a noob from frustration :smile: ps. Your mod 'Instant Kill' Series looks like good data for script study for my mod. thx again XD
  9. Thank You L :) Your suggetion was very helpful and I achieve my purpose :) But there were some unexpected problems - Ref 'source' cast twice not once :( do you know any function about it?
  10. I'm not from English-speaker world. please understand my broken english :) I've made a script that intend to restore health when player's HP falls below 50%, 30%. (Less Hp, More Heal) the script is as follow ---------------------------------------------------------------------------------------------------------------------------------------------- Scn WolfHeartRestore Float CurrentHealth Float BaseHealthLv01 Float BaseHealthLV02 Short Source Short Target Begin Gamemode set CurrentHealth to Player.GetAv Health set BaseHealthLV01 to GetBaseAv Health * 0.5 set BaseHealthLV02 to GetBaseAv Health * 0.3 if Player.GetItemCount (Item) >= 1 && BaseHealthLv01 >= CurrentHealth Source.moveto PlayerRef Source.Cast (Heal Spell Lv01) PlayerRef return endif if Player.GetitemCount (item) >= 1 && BaseHealthLv02 > CurrentHealth Source.Moveto PlayerRef Source.Caset (Heal Spell Lv02) PlayerRef Return endif end ----------------------------------------------------------------------------------------------------------------------------------------------- There are two problem. first, If Hp falls below 50%, Ref 'Source' Cast Heal spell repeatly without any Interval time. So Player never die :( Second, when Hp falls below 30%, Ref Cast both Heal Spell 01 and 02. It's not intended :( I would like to asking if i can make interval time of casting and if i can make only 1 spell working. thx :)
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