Jump to content

PhilTheGamer1111

Members
  • Posts

    21
  • Joined

  • Last visited

Everything posted by PhilTheGamer1111

  1. Something like this? https://www.nexusmods.com/skyrimspecialedition/mods/25171
  2. Finished! https://www.nexusmods.com/skyrimspecialedition/mods/45641/
  3. Interesting idea! I'll give this idea a try if you don't mind.
  4. I've ported the mod and edited the textures, but I need to wait for the original author to give me permission to publicly distribute it.
  5. Interesting! I never thought of it, I'll give it a try. EDIT: Here I made something: https://www.nexusmods.com/skyrimspecialedition/mods/19855
  6. I'm thinking that you could put an enchantment on the ring, and that enchantment could contain a script that detects whether or not a actor has the ring equipped. For Example: Armor Property Ring Auto OnObjectEquipped(Form BaseObject, ObjectReference Reference) If BaseObject == Ring RegisterForSingleUpdate(1.0) <-- Signals an update endIf endEvent Event OnUpdate() If ((Put Actor There).IsEquipped(Ring)) == False <-- Unsure if this works (Put Actor There).EquipItem(Ring, False, False) <-- https://www.creationkit.com/index.php?title=EquipItem_-_Actor endIf RegisterForSingleUpdate(1.0) endEvent I'm also new to papyrus, so this is all I got.
  7. I checked the animations within creation kit, and I found "blockStart", which could be the animation for blocking, also on the creation kit wiki, I found something called "blockStartOut", maybe these could be your solutions.
  8. Maybe you need to check that your magic effect uses magnitude, or check that Melee Damage is actually used in-game.
  9. This is my further edits, but when testing this, it of course failed. Scriptname BladeScript extends activemagiceffect Weapon Property Blade Auto GlobalVariable Property SummonThing Auto Event OnObjectEquipped(Form BaseObject, ObjectReference Reference) If BaseObject == Blade RegisterForSingleUpdate(1.0) endIf endEvent Event OnUpdate() float summon = SummonThing.GetValue() If (Game.GetPlayer().IsEquipped(Blade)) If (Game.GetPlayer().IsInCombat()) Debug.Notification("In Combat") SummonThing.SetValue(10) else Debug.Notification("Not In Combat") SummonThing.SetValue(0) endIf RegisterForSingleUpdate(1.0) endIf endEvent
  10. I tried multiple methods to test whether or not the player was in combat, I used the OnEffectStart, OnUpdate, OnObjectEquipped events to try to create the product I wanted, but ultimately it did not work out too well. This is what I have so far: Scriptname BladeScript extends activemagiceffect Weapon Property Blade Auto GlobalVariable Property SummonThing Auto MagicEffect Property Effect Auto <-- From the OnEffectStart trail Event OnObjectEquipped(Form EObject, ObjectReference Reference) float summon = SummonThing.GetValue() While (EObject == Blade) Debug.Notification("In Combat") SummonThing.SetValue(10) If (Game.GetPlayer().GetCombatState() == 0) Debug.Notification("Out of Combat") SummonThing.SetValue(0) endIf endWhile endEvent
  11. There is an easier method to trigger spells when bashing. The Targe of the Blooded is a good example of what you're going for, so I suggest to find how this shield works and apply that method to your own creation.
  12. I did try this method, but the problem is that I want the player to do physical damage then cast that spell. If I use the OnAnimation event it would play it would play during the animation, not when it's finished. EDIT: The HitFrame animation plays when the player hits the target, which I wanted, so thanks. I think it's the same as the weaponswing but I seem to be fine with it.
  13. I need to specify my question, "How do you use OnHit events to make the player cast a spell that releases after the player hits an enemy?"
  14. I did do research on OnHit events, but I don't understand how they work, so let me rephrase my question, "How do you use OnHit events to trigger other events?"
  15. I need some help with OnHit events, how do you use them? (I posted this on a different forum by mistake)
  16. I just realized that... thanks for the correction.
  17. I'm trying to use the OnHit event in papyrus but I still don't understand how to use it.
  18. I have been playing Skyrim for about 3 years and I'm still not sure why my game crashes. I have a NVIDIA GTX 860M and an Intel Core i7 processor. My load order is sorted using LOOT and my master files are cleaned. I use ENBoost and Skyrim Memory Editor to reduce crashes that are caused by lack of memory. I edited my Papyrus section in the Skyrim.ini so the scripts can load faster. After all this, I start the game normally and 10 minutes later I find myself looting a corpse during combat, then BOOM freeze for looting a dead bandit. This was my first encounter, I thought it was just for that one time, but it kept happening. I have Ultimate Combat with TK Dodge, SMIM, Noble Skyrim with the SMIM patch, Immersive Armors, Immersive Sounds, Book of Silence(Armors, Creatures, and Weapons) and Moonlight Tales with Bloodmoon rising.(I know I could copy my load order, but these are the major mods I have installed, the other mods are utilities like Auto Unequip Ammo) If anyone knows a solution to my problems, do share...I really need it. Plz help. EDIT: I solved my problem! I simply used NVIDIA Inspector to set my FPS to 60 and POOF no crashes or freezes within 2 hours!
×
×
  • Create New...