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llocke1127

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  1. Hi, I have a supposedly very simple script. I want to create a pool of blood (animated or unanimated) to spawn at GROUND LEVEL at the body of a dead actor during a Kill Actor Event. ---------------------------------------------------------------------------------------------------------------- First, let me describe what I believe to be the root of the issue. I want to use an animated object for the purposes of this script. I have gone through *every* variable available in the script properties, from Action to WorldSpace, and I simply cannot find the animated objects I want to reference. I put a band-aid fix on the problem by taking a MiscObject (deerhide, for example) and replacing the .nif with the desired static or animated object's .nif. The MiscObject before the .nif change will function properly with the below scripts (gravity will make it "fall" to ground level and stay put); however, when I change the .nif to the desired animation or static graphic, the object will "stick" in mid air wherever it was called into existence by the script. No amount of .forceaddragdolltoworld() or .applyhavokimpulse() will make the thing move. ---------------------------------------------------------------------------------------------------------------- I have figured out several ways of popping the item I want into existence (pool of blood), but the object will either float in the air where my dagger struck the victim dead, or it will spawn at the waistline of the victim and become a permanent unmovable fixture in the room. Scenario 1: Quest Driven Using the Kill Actor Event, I can create 1 alias to reference the victim of the event, and a second alias to reference an object (BloodPool) to spawn "AT" the victim. This creates a permanent "BloodPool" object floating in the air where the victim initially died. Scenario 2: DropObject Script Scriptname deathblood1 extends activemagiceffect Armor Property BleedoutEffect Auto MiscObject Property DeathBloodPool Auto Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.EquipItem(BleedoutEffect, false, false) Utility.Wait(2.0) akTarget.DropObject(DeathBloodPool) Utility.Wait(10.0) akTarget.UnEquipItem(BleedoutEffect) endEventThis script will force the victim to drop the pool of blood 2 seconds after dying (presumably having the actor at ground level), however the DropObject function will drop the object from the actor's chest level, whether that actor is standing on his head or 10 feet underwater, it will spawn the blood pool into existence at 4.5 ft above ground level, freezing the object in place and making the blood pool a permanent part of the background. Scenario 3: PlaceAtMe script Scriptname deathblood1 extends activemagiceffect Armor Property BleedoutEffect Auto MiscObject Property DeathBloodPool Auto ObjectReference Pool Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.EquipItem(BleedoutEffect, false, false) Utility.Wait(2.0) Pool = akTarget.placeatme(DeathBloodPool) Utility.Wait(10.0) akTarget.UnEquipItem(BleedoutEffect) endEventThe Utility.Wait(2.0) makes the blood pool drop in a slightly less ridiculous place than the other 2 scenarios, but the PlaceAtMe function prefers to drop objects at waist level on the victim. The object is as close to the ground as I can manage, however, its still floating half a foot above ground level where I want it. Am I missing something completely obvious here? Any help or input will be greatly appreciated. Thanks
  2. I agree its stupid hard early in the game, which isn't all bad - it forces you to think outside the box, using things like illusion magic that you would never be bothered with in a typical playthough. But even legendary difficulty gets easy when you get 100 in all crafts. Swinging a pair of 280 damage swords will kill even a level 50 ancient dragon on legendary difficulty in 20 seconds or less. The only thing that doesn't add up in legendary difficulty is destruction magic. I just dual cast fire runes on varkas for 30 minutes straight (100% cost reduction), and my destruction magic went from 28 to 33. Imagine how long that would take to gain the levels "legitimately" in regular gameplay. Failing that, what mods do you guys recommend for higher difficulty levels? The best I can find are complete revamp change-the-game forever mods. Any mods in particular that make the game more challenging?
  3. I've hit a wall here that I'm not finding a fix for in the mod lists for Destruction magic. The problem is very simple, the solution may or may not be simple. ------------------------------------------------------------------- Destruction skills level based on the damage dealt by the spell. So in legendary difficulty, dealing 8 damage with Flames cut to 1/4 effectiveness means you could spend half your life roasting Shadowmere and you would still get very little experience. Using destruction in the field offers much the same result, where clearing a full dungeon full of Draugr will yeild 1 or 2 skill levels of destruction magic at very low levels, and none at high levels. TL;DR: Destruction magic growth is crippled in Legendary difficutly due to being based on damage. ------------------------------------------------------------------- Weapon skills level based on how many times you thump your enemies with your weapon. Dual wielding in Legendary difficulty, you can find it still takes 2 dozen hits to kill a plain Draugr with your swords. Every time you strike a Draugr, you gain experience regardless of the damage you deal. This means you could walk through the same dungeons mentioned above and gain 4-8 levels in your one-handed skills at low levels per dungeon clear, and 1-2 levels for higher level one-handed. TL;DR: Weapon growth is highly elevated in Legendary difficulty due to being based on number of hits. ------------------------------------------------------------------- This leaves pure mage-type characters even further behind in the legendary difficulty curve. Destruction magic is lacking as is, but trying to level it in Legendary difficulty is just adding insult to injury. Is there any mod that increases leveling speed of Destruction skills in legendary to be more reasonable? Is it possible to mod it to be based on hits rather than damage?
  4. I'm trying to create a simple effect, but the application isn't really working. Scriptname glowingdeath extends Actor Armor Property Glow01 Auto Sound Property buzzing Auto Event OnDying(Actor akKiller) self.EquipItem(Glow01) nt instanceID1 = buzzing.play(self) Utility.Wait(30.0) self.RemoveItem(Glow01) Sound.StopInstance(instanceID1) endEventThis is the basis of what I want my script to accomplish. When the victim dies, I want a glowing effect to surround them for 30 seconds via an equipped item. It's important that the effect is via equipped item and not using shaders, there will be more to this mod when I work out all the kinks. HOW IT WORKS: The above script works BEAUTIFULLY when applied directly to an NPC's papyrus script. The effect is completely lost when I try to apply it to all actors. HOW IT'S NOT WORKING: To apply to all actors, I modified a simple perk (lighthands pickpocket rank 1) to add the Glow01 object as a leveled loot item to any victim I kill. This works, however, the Glow01 object is NEVER equipped, and I can't find the proper modifiers to equip it to my victims actively. BACKWARDS NON-WORKING SCRIPT: Scriptname glowingdeath extends ObjectReference Armor Property Glow01 Auto Sound Property buzzing Auto Actor Property PlayerREF Auto Event OnInit() PlayerREF.EquipItem(Glow01) int instanceID1 = buzzing.play(PlayerREF) Utility.Wait(30.0) PlayerREF.RemoveItem(Glow01) Sound.StopInstance(instanceID1) endEventThe above code is applied directly to the item, Glow01's papyrus script. When the victim dies, it adds the glow to my character and not my victim. Exactly what I don't want, but from a programmer standpoint, it proves the OnDeath function works when scripted on an equipable item. The first issue is, no matter what I replace PlayerREF with {self akKiller akVictim} I can't find the right value to identify the VICTIM is the one who needs Glow01 equipped, not the player. The second issue is, OnDeath() may not be the proper tool for this job. I've tried several others {OnDying(), OnItemAdded(), OnHit(), a dozen more that I can't recall} and they don't produce any results. SHORT VERSION: A: We can modify above code to force victim actor to equip the item. The problem here is I simply don't know how to reference a victim. B: Find a different event type that will accomplish the same effect. Thanks for your time, and I appreciate any help or advice anyone can offer. Thanks. (edited to fix code format)
  5. I intend to make the armor do more than just a glow effect when the mod is done. The main thing is that I need to figure out a way to force equip a dead or dying NPC. Also tried OnUpdate() and it had no effect.
  6. Quick update -- I've been able to add this item by force to any NPC that I kill via a leveled loot on death perk I made. Anyone I kill is forced to have the item, "Glow01" on their body when they die - however I've hit another brick wall, where I can't force them to equip the item. I've tried adding: Event OnContainerChanged(), Event OnIemAdded(), Event OnDeath(), Event OnDying(), etc. to the item papyrus script itself, but nothing seems to be responsive at all. Any thoughts or help? Thanks
  7. Here's what I have so far: Scriptname glowingdeath extends Actor Armor Property Glow01 Auto Sound Property buzzing Auto Event OnDying(Actor akKiller) self.EquipItem(Glow01) int instanceID1 = buzzing.play(self) Utility.Wait(30.0) self.RemoveItem(Glow01) Sound.StopInstance(instanceID1) endEvent The script makes the dead actor glow for 30 seconds while playing a buzzing sound. The item Glow01 makes the glow effect, and is automatically unequipped after 30 seconds. Works beautiflly on a single NPC's private script, but I want to apply this to every NPC possible. My first thought was adding a racial passive to all the races, but nothing seems to work. Spell effects don't seem to like the OnDeath or OnDying functions. This option seems to be doomed to fail. Is it impossible to make an actor onDeath script work with an activemagiceffect spell script, or am I completely missing something? I've also heard that it's possible to make force equip/unequip type perks that happen when you kill a target. I know absolutely nothing about making or editing perks, but if I can set up my character to fire off this script every time I kill something, that would be lovely. Any ideas or input would be greatly appreciated. Thanks
  8. I'm trying to run a simple code that casts a spell at the moment of death. When X target dies, I want them to explode via customexplosionspell. The spell is a Fire and Forget, Self target cast only. The spell works perfectly well on its own, but the script will not trigger the spell cast when the target dies. I've been reading tutorials and other discussions on this for hours, but haven't come up with exactly how to accomplish this. I've been using Gerda (Dragonsreach maid) as my test dummy. She has the script attached, but no matter how I kill her, the customexplosionspell won't fire. I've tried both OnDying() and OnDeath(), and neither seem to work. Scriptname castondeath extends Actor Spell property customexplosionspell Auto EVENT OnDying(Actor akKiller) customexplosionspell.Cast(Self, Self) EndEVENT What am I doing wrong?
  9. I'm looking for something unique that I haven't been able to find in any of the mods yet. I want to cast spells at the moment of death. My character's death or my enemy's death, either will fit playstyle. -------------------- Example: I sneak & shoot Mr. Stormcloak, when he dies he casts Mass Rally on all of his friends around him to piss them off and send them straight to me. Example 2: I shoot a woman in a town, when she dies she casts Mass Fear on all of the townspeople, sending them fleeing in every direction. Example 3: I shoot a mudcrab, he dies & casts Firestorm and explodes like a grenade, killing everything within 20 yards. I'm thinking this might be possible with 3 different weapons with different script types on them, but I'm not experienced enough at modding to figure it out. -------------------- For completeness' sake, I want the same effect on my character. If I die I want to explode like a mudcrab, or some other effect. Any ideas on how this might be possible? Has anyone released a mod that makes this work?
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