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magnet55sphere

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  1. 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
  2. how do you make mount jump, sprint, and do that little kickback when standing still and hitting space?
  3. like, in the script itself? i have no idea how to do that
  4. 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!
  5. 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
  6. 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
  7. 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"
  8. 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
  9. 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
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