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Everything posted by cscottydont
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Are non-human followers with the creation kit possible?
cscottydont replied to Oneirophobia's topic in Skyrim's Skyrim LE
You're welcome! I've already got that covered :smile: -
Are non-human followers with the creation kit possible?
cscottydont replied to Oneirophobia's topic in Skyrim's Skyrim LE
the race you're using isn't allowed to have dialogue with the player (its a tickbox on the race edit form) Make a copy of the race you want to use, then tick the AllowPCDialogue box and use your copied race instead. the script that causes it to be a follower uses OnActivate so it should still follow you if you E click it -
1. a perk entry point with some conditions 2. not that I know of, I think those things are done at a game engine level and would probably be unsafe to mess with even if you could 3. its a GMST (game setting) but I don't remember the name for it...try filtering for Magicka or whatever spell school you're interested in
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like...the band?
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According to the wiki ForceActive should do exactly what it sounds, though SetActive might be something you want to look at as well. Also when using operators in scripts: if x == y tests equality and will run if x and y are the same if x != y tests inequality and will run if x and y are different The wiki also has an Operator Reference for all the operators you can use in scripts.
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thats pretty much the only thing I remember from the fortress of solitude (from superman III ithink?)
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did you set all the properties of the script? If you don't set the property for the disintegrate effect shader it won't play
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Adding and removing whole perk trees
cscottydont replied to Raven221221221's topic in Skyrim's Skyrim LE
you can only modify existing perk trees, you can't create new ones One of the big gameplay mods (SkyRe maybe? haven't browsed the mod list in a while) merges lockpick and pickpocket into one tree and uses the second for a custom perk tree. -
how about a magic telephone booth that strips you of your powers so that you can finally be with your witty reporter dream girl?
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The magic effect you attach it to needs to have some duration (so its still active when the target dies) and needs to have the "FX Persist" and "No Death Dispel" flags checked. Also be sure to set the properties for the script on your magic effect.
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Kromey's suggestion was pretty good. The problem you're running in to is in the script attached to the disintegrate effect. That scripts entire function happens inside an OnDying script event. (A caveat of which is the actor has to be alive initially so that it can die) To get around this you need to either change the script to work on dead actors, or make the target alive again (so you can kill it). The reanimate spells are completely fubar though, so no guarantees that they are what you want. EDIT: also make sure the "FX Persist" and "No Death Dispel" flags are ticked on your Magic Effect.
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Can't decide how to implement this conjuration spell. Currently leaning toward #1.
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also the disintegrate effect on shock spells
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Need object for health tracking system
cscottydont replied to Seren4XX's topic in Skyrim's Skyrim LE
If you're wanting to add a castable spell/power you'll need: 1.The spell you wish to add to the player. 2. An ability with an effect set up like we did above. 3.Magic Effect on the ability that adds a perk (through the "Perk to Apply" list) 4.Perk that adds your spell. 5.Perks can have Quest Stages, Abilities, or Entry Points - you want to choose Ability and then find your spell in the drop down list. Now to add the once/day or whatever other functionality you'll need a small script. This may seem more complicated than your original script idea, but I try to avoid lengthy constantly updating scripts whenever possible. -
Need object for health tracking system
cscottydont replied to Seren4XX's topic in Skyrim's Skyrim LE
Heres what I tested. It worked for me. When the player got below 25% he turned all ghosty and firey and when he got back above 25% the effect stopped and was no longer present on the spell menu. EDIT: I'm not sure what exactly you're trying to accomplish though. Hit me with some more details and we'll see if we can get something working. Just to be clear, this is for an ability. You can add castable spells with this method also, without using scripting. -
You could limit chest capacity by filtering it through a dummy npcs inventory with a script. Downside is you'd need a script on every chest.
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also this sounds more like a troubleshooting forum kind of thing. Have you read the readme or FAQ for whatever mod it is you downloaded?
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Need object for health tracking system
cscottydont replied to Seren4XX's topic in Skyrim's Skyrim LE
In the spell edit window, when you add a magic effect you can add conditions to each individual effect. When you add conditions on the magic effect screen that magic effect will be "resisted" when the conditions are not met and the spell won't be applied at all. But if you add them on the spell screen (like in the pic) the spell will be applied and the effects work as a toggle. The effect will be applied when the conditions are met, and go away when they aren't (but the spell is still there so you can toggle back and forth for as long as the duration you set in the spell lasts). EDIT: as far as that particular condition goes - in the pic I set it to 0.25 but you might need to set it to 25. I'm not sure if it returns a decimal or an actual percent. Now if you want it to work like a power (one use per day/hour/whatever) you will need a bit of scripting, but less than what you've got up there probably. -
So I have this test cell, its entirely new and the only cell I've edited. Its only use is to store references for scripts. Whenever I enter any cell that requires a load screen (exterior -> interior or interior -> exterior) the player ends up way further from the door than he should. Its like 15-20 feet, unless there is a wall to stop him then his face is just in the wall. I've only edited the one brand new cell so what could be causing this? I looked through the file details in the ck and saw some unusual edits that I didn't make. These "Interior Cell Block"s and sub-blocks o_O What are they, where did they come from, and could that be my problem?
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Need object for health tracking system
cscottydont replied to Seren4XX's topic in Skyrim's Skyrim LE
All that seems overly complicated. Why not just add an ability to the race in the ck. Set up your custom ability with a condition (on the spell not the magic effect) "GetActorValuePercent". That way the Magic Effect is only active when you want it to be. If you want it to be more like a power (only usable once/day) you could do that as well with some scripting. -
A long duration spell is unnecessary as the script is working right now all except for the akCaster/akKiller thing. OnEffectStart is happening, OnDying is happening. EDIT: akKiller is the player for some reason. I'm assuming that is due to SetPlayerTeammate, though that effect is not listed on the wiki.
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this isn't a script attached to a summon spell. it is attached to a spell that the creature is casting and applying to another actor via combat hits. EDIT: added a notification to the OnDying so now I know the event is firing but akKiller still != akCaster even though the summoned creature is the only thing doing damage.
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I'm working on a custom summon spell that (because of the way I'm doing it) doesn't give any skill xp on cast. So I gave a contact spell to my summons (via their attack data) that fires a script to give skill xp. I want to increase Conjuration xp a small amount every time the creature attacks and give a more substantial boost if it manages to kill something. Heres the script: Scriptname csd_conj_MinionXPScript extends activemagiceffect {Script attached to all minion attacks to level conjuration} Import Game Actor property PlayerRef auto Actor CastActor Float PlayerSkill Event OnEffectStart(Actor akTarget, Actor akCaster) CastActor = akCaster PlayerSkill = PlayerRef.GetAV("Conjuration") ;This Part Works Float SkillAdv = (PlayerSkill * (PlayerSkill / 30)) AdvanceSkill("Conjuration", SkillAdv) EndEvent Event OnDying(Actor akKiller) Debug.Notification("OnDying Happened") ;This Part Does Not Work if akKiller == CastActor AdvanceSkill("Conjuration", (PlayerSkill * 2)) Debug.Notification("Familiar killed.") endif EndEvent The OnEffectStart block works but the OnDying block never happens. It compiles fine, so why does akKiller not equal CastActor
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Ck Crashing When Loading Dawnguard
cscottydont replied to falloutperson416's topic in Skyrim's Skyrim LE
you can google it. You'll find a bunch of things telling you to mod the SkyrimEditor.ini Now all the links I found told me to edit only 1 of the archive list lines but I had to edit 2 before I could load dawnguard. (you can do a ctrl +f to search for the section title lines) lines you need to edit: in the [GENERAL] section add this line ballowmultiplemasterloads=1 In the [ARCHIVE] section add , Dawnguard.bsa (don't forget the comma) to the lists on these lines SArchiveList SResourceArchiveList2 then you can save and open up dawngaurd in the ck. you'll still have to click "yes to all" on some errors but the ck won't crash. -
So I'm making a custom summon familiar spell. The spell is completely scripted so it is placing actors not weird summon aliases. These actors have abilities that kill them (by doing a buttload of damage) if they get too far away from the player. I'm using a condition with GetDistance - PlayerRef - > 2000. The ability is firing short of that though, around 1400 (checked it in the console). I tried changing it to 2500 and they die around 1800-1900 so a discrepancy of about 600. Is this a bug? Or is there some kind of wonky calculation going on with the GetDistance? Also I've got a Debug.Notification that fires when the familiar dies in this manner. Is there any way to print its name to the notification without using quest/alias text replacement?