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Making a harvestable plant give multiple items?
magnet55sphere replied to saintgrimm92's topic in Skyrim's Skyrim LE
make a new LeveledItem list with only the item you want to give but a quantity of 10 at 100%, have the plant give you that itemlist- 1 reply
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- mod help
- creation kit help
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Custom Mounts for Skyrim-Creation Kit
magnet55sphere replied to hellacool's topic in Skyrim's Skyrim LE
how do you make mount jump, sprint, and do that little kickback when standing still and hitting space?- 5 replies
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What ini should I change to effect GamePlay? (Skyrim SE)
magnet55sphere replied to magnet55sphere's topic in Mod Ideas
like, in the script itself? i have no idea how to do that -
So I have recently found the function "SetINIFloat" and haave been having fun changing the fall speed of the player, but I cannot find other strings to change that would effect gameplay. I checked out this website https://stepmodifications.org/wiki/Guide:Skyrim_INI and it has a pretty extensive list, but the way it is set up is not dyslexia friendly so I do have some issues navigating it. this is my script so far, very simple: Scriptname aaaMgntINIFloatOnMagic extends ActiveMagicEffect {Change INI Float on effect start, change back to default on end} string property INItoChange auto float property changeto auto float property default auto Event OnEffectStart(Actor akCaster, Actor akTarget) ;check out the ini file to see what you want to change; ;ex-> "fSettingtoChange:Where"; Utility.SetIniFloat(INItoChange, changeto) EndEvent Event OnEffectFinish(Actor akCaster, Actor akTarget) ;I hope you remembered what the setting was set to before you mucked around; ;CHANGE IT BACK!; Utility.SetIniFloat(INItoChange, default) EndEvent if anyone has any good settings that i could change, please post them here following this convention: - SettingToChange: [Where] (default value) TY!
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Item that modifies speed, jump height, and fall damage
magnet55sphere replied to Altair4's topic in Skyrim's Skyrim LE
can you go into detail on how you did that with allias? i have not learned how to use allias yet and this would be great info -
Skyrim Special Edition Update Incoming
magnet55sphere replied to Pickysaurus's topic in Skyrim's Skyrim SE
we are all doomed -
i figured it out. i just made a new projectile that has a specific explosion i made as well, set the explosion to spawn the oil pool. unfortunately the oil pool is always at an awkward angle, so i might have to make a new object that is a duplicate of the oil and put a script that sets its x and y angle to 0 OnLoad or something
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I am trying to make a spell that places "TrapOilPuddle01" wherever and whenever the projectile hits the ground. unfortunately i can only get it to work if it hits an NPC. this is my script so far ==================================================== Scriptname aaaMgntOilSpillScript extends ActiveMagicEffect Activator Property TrapOilPool01 Auto Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.placeatme(TrapOilPool01) EndEvent ==================================================== i tried using OnHit but its not a function for "extends ActiveMagicEffect"
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PushActorAway for Travel
magnet55sphere replied to magnet55sphere's topic in Oblivion's Oblivion Construction Set and Modders
thats a great idea! how do i make the rat persistent and disabled is my next task! i was working on some skyrim house mods for a while but i think im ready to delve back into oblivion, this will be a fun project to revisit! Wonder what i can do with the doll now, I still want to use it for a mod of sorts. anyone got any cool ideas? OR!! is there a way that i can script the invisible dead rat to be sort of "stuck" on the doll, so i can still use that to direct trajectory? will it break if the doll is ever picked up? i am still very new to modding lol :D -
I am trying to make a mod that flings the player to any direction that they choose. To do this I made a spell and wrote a script for it that goes as follows: Scriptname aaaMgntFlingScript Begin ScriptEffectStart pushactoraway player -100 End When I had it set as cast on self, it would just launch me directly upward or slam to the ground depending on if I set it to either +/-100. I then decided to make it a targeting spell. I had better luck in the sense that if I targeted an NPC, I would get launched in their direction with a negative value. This was a step forward, but I do not want to rely on NPC to direct my trajectory. I then had the idea to script a custom item (a cursed doll in this case) with the intention of activating it mid-air to launch at whatever angle I wanted. The script for it goes as follows: Scriptname aaaMgntDollScript Begin OnLoad pms effectAbsorb pms creatureEffectWraithFaded ;this makes the doll look cursed; End Begin OnActivate Player.Additem aaaMgntDoll 1 Cast aaaMgntFlingSpell player Disable End Oblivion is weird in the sense that if this item has a script, you can activate it but not actually pick it up, the add item/disable command bypasses this issue. Unfortunately, my plan did not go as I had hoped. Instead of directing the "fling" in the direction of the doll, it has reverted to the first stage, where it just slams the player character to the ground. I had also tried going back to the first script, adding to it something along the lines of: ref Doll Begin ScriptEffectStart set Doll to aaaMgntDoll doll.pushactoraway player -100 End But alas, this ended in failure. At this point I am realizing that objects cannot be a proper ref to the pushactoraway command, only NPC. This is where I left off for now. I am thinking maybe I will go back and create a custom "summon" spell that summons a Ram, and it will tackle the player and launch them that direction. No idea how I am going to do that, I would rather have the doll