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ishmaeltheforsaken

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Everything posted by ishmaeltheforsaken

  1. You need to edit the weathers in the CK to use different precipitation.
  2. Actually, the SE CK should unzip everything for you so you don't have to do anything manually. But, the default folder hierarchy is different for the Special Edition CK. What it should look like is: "Data\Source\Scripts\*.psc" or "Data\Source\Scripts\DLCName\*.psc"
  3. Making the spells uncastable by increasing the magicka costs at certain health stages was my first idea. The OP wants the spell to be a shout, which hasn't got a magicka cost, so that idea is out. At this point I think we just need to make sure OP's CK can find the source code for all the scripts XD
  4. Just to make sure you've got the scripts unzipped properly, just find something in the CK that has a script attached, right-click and select "edit source." If a text editor pops up with the source code in it, then the CK can find the scripts. If it gives you an error, then the CK can't find the source scripts for some reason. But either way, we'll have a better idea of what might be wrong.
  5. You are correct. I have not worked in the kit for just three months and the cobwebs have already set in. I must apologize. At least I am correct about the script. And to that "Wild Man" Laydor. Keep up the good work! :devil: No worries dude. My experience with perks and NPCs is perhaps uniquely storied. Not everyone has tried and failed as many times as I XD
  6. This is a really good idea, but unfortunately it won't work due to the limitation I mentioned earlier. The "PerkToApply" field is only applicable to the player. There is no way to add a perk to a non-player actor at runtime. Period. And on that subject @Masterofnet: Aliases don't have a perk field.
  7. If he can and an remove a perk, why not just do that with the spells? How would you add and remove a perk without using script? You can't. You also can't add and remove a perk WITH a script, unless you're doing it to the player :p I agree that the most direct solution is to use a script, which would be very simple to write. But scripts also complicate things re: savegames and would prevent the mod from ever being made available on PS4. Anything you're able to do with conditions and such is handled by the engine directly rather than by Papyrus, so it's much faster and more reliable. Saying "I refuse to use a script for this" is unreasonable, but saying "If there's a not-horrendously-inconvenient way to do this without a script, I want to do it that way" is probably universally a good idea.
  8. No, putting conditions in the main window only affects what's required to purchase the perk in the skills menu. It won't enable/disable the perk itself. Do you need the spell to be a shout?
  9. Ya, Magic Effect. I am not seeing a really good way of doing this without using scripts somewhere. The ideal thing to do would be to unequip the spell at a certain health % and equip the stronger spell or spells. Again, there's no reason why using the perk to up the spell's magicka cost wouldn't work.
  10. Instead of the "Mod Spell Magntitude" entry point, try a "Mod Spell Cost" to make the spell too expensive for your boss to cast at the health thresholds you want it to be unavailable.
  11. Are you sure you've enabled the mod in the in-game load order menu?
  12. I was hoping this would be about a mod that lets ME deface Talos shrines. Oh well.
  13. Chesko has stated that getting Arissa working in SSE will be an involved process. Resaving it from the new CK won't cut it. Just wait for him to put out an official release.
  14. Honestly, your best bet is to do what Bethesda did with the silver swords. They have a script attached that adds a perk to the player when they equip the sword and removes the perk when they unequip it. The perk adds some bonus damage against werewolves (and maybe other things? I don't remember). I'd have to check the script to be certain, but I'm ~60% sure you wouldn't even need to write a new script. Just use the silver sword script and change the property to point to a new perk of your creation with the bonus damage against falmer. You could even release the mod on PS4 if you wanted. Apropos of nothing, why are you checking for crime faction instead of race?
  15. Try disabling lens flares in the launcher options. That's what it looks like to me.
  16. I think the settings for volumetric lighting are stored in the weather, so I'd suggest posting on the Climates of Tamriel page. I have never experienced anything like your screenshot either in the vanilla game or with Vivid Weathers.
  17. SKSE doesn't provide any functionality for projectiles, so you'd still not be able to do anything. You could always request the functions you'd need, but they've got a lot of work to do before they can even think about entertaining new functionality.
  18. The very first definition of the noun hacking offered by Wiktionary is: "(computing) Playful solving of technical work that requires deep understanding, especially of a computer system." So, yeah, decompiling a script seems to fit the bill pretty perfectly. But no one is saying that decompiling is bad. The Beth.net post in question is actually 100% not about that at all. You're setting up straw men. What people are saying is that decompiling is probably not the best way to learn, and that's true, demonstrably so, especially for a beginner. Your aggression here is unwarranted.
  19. Totally different kind of parallax ;) @OP: if that soul gem mod's meshes work and yours don't, you're clearly doing something wrong (or NifSkope is). But contrary to your assertion, NifSkope's dev thread is fairly active.
  20. If a mod author includes her scripts' source code, that's great, and looking through it can be a great way to learn. But no one is ENTITLED to that. That's the issue. The OP's attitude (Beth.net OP, not this thread's) that they somehow had an inalienable to right to easily and conveniently vulture others' IP is incredibly distasteful.
  21. The original mod was called Armory of Tamriel, and I'm really proud of what we were able to do with it. I'm not porting it directly (I haven't heard from the rest of the team in a long time), but I am rebuilding the concept. You can follow my progress here. A 1.0 release should be happening soon.
  22. Thats odd, are you sure there isnt a way for the creation kit to detect if a skill tree is legendary or not? The Legendary skill trees are a built in feature to Vanilla skyrim. I think they were first introduced in Dawnguard.... There are tons of "built in features" that simply aren't exposed. There's no way to tell what perks are in a skill's perk tree without a SKSE function, there's no way to add a perk at runtime to a non-player actor period, etc. etc. I'd suggest looking into some of the Story Manager events; maybe they snuck in a "OnSkillMadeLegendary" or something, which you could hook to increment a global or something. But I wouldn't count on anything. I feel like there'd be more "Legendary bonus" mods if there were an easy way to do it.
  23. I don't believe there's any way to get the legendary level without SKSE. Once SKSE64 is released and those functions are implemented, you can get those legendary levels and store them somewhere that perk conditions can detect (as a global or something, eye dee kay).
  24. That won't work. Perks cannot be added to non-player actors at runtime, period. Skyproc is literally the only way to accomplish this outside of doing it by hand (maybe an xEdit script, eye dee kay). When/if it's updated for SSE, you can write a patcher that will add the perk to every actor in the user's load order, eliminating compatibility concerns.
  25. Use SkyProc. I don't think the API is compatible with the newer plugin format, but you can save one out and then load it into the new CK as you would any other mod. Also, I have done exactly what I think you're trying to do, and you're gonna have a hell of a time with the armor skill experience gain ;)
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