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Everything posted by dylbill
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SSE Ability running on an NPC
dylbill replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
Yes, even if the ability isn't cast the OnEffectStart target still references the actor the effect is on. This goes for all magic effects, including those on potions and enchantments. -
SSE Ability running on an NPC
dylbill replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
Hey, in your first script, you cannot access the ActorRef from the second script, because the ActorRef property is on an active magic effect. Instead, just set the This_NPC property directly in the ability magic effect script. I'd also use GetDisplayName instead of GetBaseObject.GetName() -
SSE Ability running on an NPC
dylbill replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
@Diziet, yes, you can put the script on the abilities magic effect and it will store the actor for each NPC it is given to. Each active magic effect is it's own instance. Actor ActorRef Event OnEffectStart(Actor akTarget, Actor akCaster) ActorRef = akTarget EndEvent Event SomeOtherEvent() ;do stuff with ActorRef EndEventIf, however, you need to access the actors from another script, I would recommend using a formlist. Formlist Property ModAbilityActors Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ModAbilityActors.AddForm(akTarget) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) ModAbilityActors.RemoveAddedForm(akTarget) EndEvent -
SSE Instanced Cannibalism
dylbill replied to marcuslygage's topic in Skyrim's Creation Kit and Modders
I just checked the spells, and they at least should work for the zombies as they don't have conditions on them. -
SSE Instanced Cannibalism
dylbill replied to marcuslygage's topic in Skyrim's Creation Kit and Modders
No prob! So the zombies aren't eating the corpse? You might want to put a debug notification to make sure the script is firing, you can get rid of it later when you make sure it's working. -
SSE Standing Stones and Shrines as Books
dylbill replied to FinalPheonix's topic in Skyrim's Mod Ideas
Hey, I made a mod like this already called portable standing stones: https://www.nexusmods.com/skyrimspecialedition/mods/33425 It adds a lesser power though instead of a book, and only stones that you've already discovered are accessible. I haven't added shrines though, maybe that'll be next. -
SSE Instanced Cannibalism
dylbill replied to marcuslygage's topic in Skyrim's Creation Kit and Modders
Hey, what you need is a script to tell your zombies to eat your corpse. I would put a trigger box at the entrance to your cell, and put this script on your trigger box: Name the script something more unique to your modDon't forget to till your properties in the Creation Kit after compiling and attaching the script to you trigger box. For compiling scripts I prefer to use Skyrim Script Compilier Pro Final: https://www.nexusmods.com/skyrimspecialedition/mods/31700/ -
SSE Exporting assets to new mod
dylbill replied to ShaneMoodie's topic in Skyrim's Creation Kit and Modders
What QueenAcademe said. Also, another way to add forms from the other mod's esp to your mod's esp, you can load them both in SSEEdit, select the forms you want to add, right click and choose 'Copy as new record into' , and choose your esp. You still have to extract the other mod's .bsa if there is one with an archive extractor: https://www.nexusmods.com/skyrimspecialedition/mods/974/ SSEEdit: https://www.nexusmods.com/skyrimspecialedition/mods/164- 2 replies
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- assets
- exporting/importing
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(and 2 more)
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It might be possible to access displayed data by altering the source code of the MCM, but this isn't really useful, because changing values in an MCM often runs other functions in the script other than just changing a global variable or int / float / bool value. Such as, adding or removing spells from the player / npc's. Starting or stopping quests, or changing some other game setting or .Ini value. So, no it's not really possible to do what you're describing. It's up to the mod author to add FISS saves or loads, or something similar to their MCM's to load settings between saves.
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SSE MCM menu no longer shows
dylbill replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
Lol, no worries. Happens to the best of us :) -
SSE MCM menu no longer shows
dylbill replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
Try stopping your MCM quest with a console command in game, and then starting it again. Stopquest <quest ID> Startquest <Quest ID> -
SSE 2 brightness bars for setting interior and exterior lighting
dylbill replied to Siletrea's topic in Skyrim's Mod Ideas
Hey, I liked this idea so I made the mod, so I made it. It adds separate sliders for interior and exterior in the MCM. You can find it here: https://www.nexusmods.com/skyrimspecialedition/mods/34760/- 2 replies
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- brightness
- lighting
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SSE Can I change climate through script?
dylbill replied to antstubell's topic in Skyrim's Creation Kit and Modders
You want SomeWeather.ForceActive() or SomeWeather.SetActive() . More info on weather scripts here: https://www.creationkit.com/index.php?title=Weather_Script -
I think what you want is PlaceAtMe https://www.creationkit.com/index.php?title=PlaceAtMe_-_ObjectReference Or if the NPC already exists you could use MoveTo: https://www.creationkit.com/index.php?title=MoveTo_-_ObjectReference Or you could place the NPC in the Riverwood Sleeping Giant Inn in the Creation Kit, and check the initially disabled box and then use MyNPC.Enable() at the end of your dialogue. Edit, actually for NPC's you want PlaceActorAtMe: https://www.creationkit.com/index.php?title=PlaceActorAtMe_-_ObjectReference
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SSE V. simple spell gone awry
dylbill replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
Your second script needs to extend ActiveMagicEffect , not MagicEffect. -
[LE] Problem with global variables
dylbill replied to Ryyz's topic in Skyrim's Creation Kit and Modders
Actually nevermind, it seems that passing in numbers to messages is a lot simpler: https://www.creationkit.com/index.php?title=Show_-_Message In your message content in the CK you can write: %.0f to represent numbers. Example. Write: "Number 1 = %.0f, Number 2 = %.0f" in the message in the ck without the quotes. In your script write MyMessage.Show(10.0, 20.0)and it will display in game: "Number 1 = 10, Number 2 = 20" So you could also do MyMessage.Show(WA_ToxicityLevelGlobal.GetValue()) To display the global value. -
[LE] Problem with global variables
dylbill replied to Ryyz's topic in Skyrim's Creation Kit and Modders
No problem, glad it's working! It is possible to display global values in messages, but is overly complicated IMO. You have to have an owner quest in the message, and the global variable has to be in the quest's data tab, and it only updates when the quest starts. You can read more about it here: https://www.creationkit.com/index.php?title=Text_Replacement I'd recommend sticking with debug.notification or debug.messagebox though, as it's far simpler. -
[LE] Problem with global variables
dylbill replied to Ryyz's topic in Skyrim's Creation Kit and Modders
One more thought, if the dispel option doesn't work. Instead of putting the actual magic effects on the potion, you could make a spell for each potion and put the effects on the spell. For the potion magic effect, make it script type, then when you drink the potion, it casts the spell on the target, but only if the global is less than 100: -
[LE] Problem with global variables
dylbill replied to Ryyz's topic in Skyrim's Creation Kit and Modders
The script will achieve that. It will dispel new effects that are applied when the global is over 100, effects that are already active won't be affected. Isn't that what you were trying to achieve? -
[LE] Problem with global variables
dylbill replied to Ryyz's topic in Skyrim's Creation Kit and Modders
Like I said, if you put that condition on a magic effect, all effects that are currently active will cancel when the global reaches 100. Using the script function Dispel() only cancels that specific active magic effect. Other active magic effects remained untouched. -
[LE] Problem with global variables
dylbill replied to Ryyz's topic in Skyrim's Creation Kit and Modders
If you were using a condition I would say make it < 100, but in this case I don't think you want to use a condition on the magic effect, because once the global variable reaches 100, like you said all magic effects that are currently active with that condition will stop. Instead, you can put a script on the magic effect that dispels the effect: -
SSE Created Helm, want it ONLY during combat
dylbill replied to PsychoSlammer's topic in Skyrim's Creation Kit and Modders
Cool good to hear! -
SSE Created Helm, want it ONLY during combat
dylbill replied to PsychoSlammer's topic in Skyrim's Creation Kit and Modders
I had another thought. If you only want this function for your specific follower, you could make a new quest, start game enabled, and make a new reference alias on the quest that points to your follower. Put this script on the reference alias: Again name the script something more unique. -
And did that work? Yes the CK can be really frustrating.
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SSE Created Helm, want it ONLY during combat
dylbill replied to PsychoSlammer's topic in Skyrim's Creation Kit and Modders
Hey, yes you can do this fairly easy by creating a new spell / ability that detects whether the NPC is in combat or not. Make a new magic effect: Script, Constant effect, Self. Then make a new spell, Type: Ability, constant effect, self, and put your magic effect on it with the condition IsInCombat == 1. Put this script on your Helm: Name the script something unique. Put this script on your magic effect: Again, name the script something unique.