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Derps4Days

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Posts posted by Derps4Days

  1. You don't need to script that. Simply make a package with the UseMagic template. Set a condition "GetHealthPercentage < 0.90" or what ever you want and set target to PlayerReference. Attach the package to a formlist named for example "HealingFLST". In the Follower Alias tab set this formlist as combat override. So your follower will heal the player whenever his health goes below 0.90 percentage. You can look here, how it works in game (second half of the video):

    https://www.youtube.com/watch?v=ncW2RHEEGiQ&list=PLHLh_7LO-YBAqWHbdiYJ_M92ssNkle3CZ&index=3

    Ah, okay. I was under the impression that if you used a package, it would be overridden as soon as the NPC was recruited as an active follower. At least, that's what I got from struggling to grasp some discussions scattered across multiple forums. Thanks, I'll try it out.

     

    Can't help you with scripting unfortunately...However there is a number of custom followers who come with a custom healing script. Maybe you could ask their mod makers if you can use their script as a basis.

     

    http://www.nexusmods.com/skyrim/mods/40915/?

     

    http://www.nexusmods.com/skyrim/mods/61140/?

     

    http://www.nexusmods.com/skyrim/mods/36993/?

     

    There are others ...however after trying them all over the years I have to say that only the ones above are well done....Not too weak as to not being helpful with heals but also not too overpowered.

    it seems that most modmakers of healing companions choose to use custom shouts to heal the player. Which seems a good choice to me since reaction time for custom/vanilla spells might be hindered/delayed depending on the number of scripted mods installed. Again, I don't really know much about scripting, but maybe these companions are a good start for you.

    I found a more basic healing follower mod that was made with showing people how to make their own custom followers heal in mind. Probably is less versatile (but more understandable) than these, I think. I'll look into your links after doing the UseMagic suggestion Tasheni made. Thank you.

  2. So I've been wanting to make a mostly support follower who dabbles in Restoration. The problem is, as I soon found out, you have to make a script to make your custom follower actually heal. I've scoured the internet for hours upon hours now and have found next to nothing. I've tried to piece together a script below (probably very wrong; I don't understand Papyrus that well), but I'm still not sure where to place it. In a Quest, right?

     

    Scriptname AVhealplayer extends Actor

    Actor Property Et3AV Auto

    SPELL Property HealingHands Auto

     

    Function AVhealtimer()

    RegisterForUpdate(5.0) ; Before we can use OnUpdate() we must register.

    EndFunction

     

    Event OnUpdate() ; This event occurs every five seconds

    If player.GetHealthPercentage() => 50

    EquipSpell(HealingHands,0)

    DoCombatSpellApply(HealingHands, PlayerRef)

    Debug.Trace("Healing the player!")

    EndIf

    EndEvent

     

    At least, could someone please give me a step by step guide to do this? I know it's possible, just look at the tons of mods that support it. Thank you!!

  3. I had the idea for a dart launcher type weapon, but the only way I can think of making it work with somewhat correct animation and have it be single-handed for sure (not sure if bows can be one-handed, that's why) is to have it be a spell.

     

    However, I don't want it to use magicka and instead check if "Dart Ammo" or something related is in the player's inventory. If not, a message will appear at the top left stating "You don't have any ammo." and the spell will not work, just like a normal one would when no magicka is left (minus the bar flash, since we aren't actually using magic).

     

    I get the feeling GetItemCount and Debug.Notification are going to be helpful for this. Problem is, I don't know where to start.

     

    ...because I don't know how to script in Papyrus; it's so complex...

  4. Hello everyone, for a new quest I'm doing for my mod "Monster Contracts" I'm trying to make a

    Doppelgänger quest. Basically where there is an NPC that looks like the player. I have no problem making him look like the character, my problem is he won't stop calling me cheese brain. I can't figure out how to remove this, anyone know?

    That's... unusual.

    I'm no "top modder" (you're doing things beyond my ability, haha...), but it might have something to do with dialogue Quests the NPC is part of. Likely tied to it by a faction.

  5. I kinda dislike outright setting a NPC to "Lover" and being done with adding a marriage option, so I would like to know how to do this through dialogue and other events. For example, the player would have to be with the NPC for several days, clear a few dungeons, and (the one I want the most) answer certain ways in conversation. All I know is that you would use:

     

    {actor}.SetRelationshiprank(Game.GetPlayer(), 4)

    Game.GetPlayer().SetRelationshiprank({actor}, 4)

    ...but I don't know where to put it. Also, I would have to attach a Global Count to... something... for the dungeons and total days. Could someone walk me through this? At least a little?

  6. "you should look at what a mod author has done to make their mods do something but don't directly copy"

     

    You can't create custom code or mods until you understand fully how things are really done.

    Some programmers just have a flair about how they do things that can be very insightful ...

     

    Morally as long as you are using it to learn from I don't see the harm (just my option).

    But I wouldn't recommend copying anything other then the technique. As in doing the work

    you not only learn it but remember it ...

     

    Only problem is simple codes/mods get very complicated quick.

    By completion may in fact be very hard to understand as several

    things have been added as final touches. You may find it hard to

    pick out the original technique used.

     

    The other thing is this ...

    "For example a lot of my code for Sofia was written years ago and since then I've learned much more and I know that a lot of that early code is a bit messy"

    You never want to copy code word for word rather focus on techniques and review many codes/mods. You will begin to see the core of "how it's done" that way ...

    Armed with your new found points of view and techniques you now can begin your code with a much fuller understanding of "how it's done".

     

    99% of the time your code will not look anything like any of the others. It will be a hybrid if you will - With a blend of all you've learned.

     

    I've always said "A great programmer is nothing with out their bag of techniques". Knowing how to program is only a small part of programming.

    Being able to program concepts is the real key to being a great programmer (in my opinion).

    I guess so. Sorry for sounding so eager to copy (or at least, it sounded like it to me).

    But hey, I got the neck seam and color mismatch fixed, so that's a start~ I just have to take things one at a time and not obsess over adding things that require basic knowledge that I don't have.

  7.  

    Already have that tutorial. Been following it so far, but when trying to merge a RaceMenu face, I got a neck seam and color mismatch. I know it's not part of the tut, but it's what I'm fixing right now. Vanilla faces never look quite as good versus RaceMenu's. More detail.

     

    Also, yes, I know copying is bad, but I just don't understand the stuff, even after sifting through it (especially scripting, Papyrus confuses me to no end). My guilty conscience doesn't help, either...

     

    The neck seam is because you have a mismatch between the weight of the head in the facegen and that of the body, which is set in the esp file. The different color head and body can be caused by several different issues - but it's probably a tint and/or texture mismatch. I'm guessing that when you did the merge, you overwrote the link to the tintmask and possibly the head texture as well. You will need to crack the nif file open in Nifskope to check the texture calls.

     

    Oh shoot, that's probably it. I don't remember opening Nifskope when I did it, just NPC Nif Merger (NifMerge). I haven't made a custom NPC in ages, which is why I likely forgot. Oops... Thank you for reminding me; I was about to ask how to get Caliente's Texture Blender working with the custom .nif/.dds/.tga of mine. O v O;;

    Might as well do it again from scratch, since all I have is basic follower functions, which is all pretty simple to add back.

     

    EDIT: Welp. I re-checked the tutorial I've been using, and Nifskope just exists to... exist? I dunno, it just tells me to add lines and not how/what to use Nifskope (for). The last time I got this to work, I didn't replace the face textures because I wasn't using tints on the cheeks or nose or anything.

     

    ...Also, uh... where do I check the texture calls? I just have a untextured head...

  8. My World Mod has custom follower.

     

    Basicly I studied in main quest going to Skyhaven Temple, I forgot the Quest name and its not "DialogueFollower" quest.

    As you know Delphine and esbern can follow,wait,and dissmiss with you at any time.

     

    Some people may use Global value to change attribute value for wait,follow,and Dissmis.

    But I use faction, and I have to reset NPC in papyrus code at the End of Dialogue, its my own weird way :confused:

     

     

    Do you mind if I can show the Tutorial here? its may takes not more than an hour.

     

     

     

     

     

     

    If yes.....(This pot willl edited for Several time for propper explanation)

     

    Put it in a spoiler, please.

     

    You're meant to use mods to learn in conjunction with other material. Don't just copy and paste though.

    http://deck16.net/post/22645519500/making-a-unique-voiced-follower-in-skyrim-part-1

    Already have that tutorial. Been following it so far, but when trying to merge a RaceMenu face, I got a neck seam and color mismatch. I know it's not part of the tut, but it's what I'm fixing right now. Vanilla faces never look quite as good versus RaceMenu's. More detail.

     

    Also, yes, I know copying is bad, but I just don't understand the stuff, even after sifting through it (especially scripting, Papyrus confuses me to no end). My guilty conscience doesn't help, either...

  9. So I want to make a custom follower, right?

    The problem is, the features I want (specially changing class/combat style through a dialogue window and changing disposition/relationship so I don't have a character you can just dive into marriage with; I can't find any tutorials for these) I don't know how to do. I'm basically a noob with the Creation Kit.

     

    You likely have heard of Sofia, the super advanced follower mod. I'm tempted to take the .esp and crack it open, trying to figure out (and likely copying some of it, given my stupidity with the CK) the ways to mod this thing. Is... is what I plan to do wrong? If so, can someone teach me how to add the features I want?

     

    (I'm sorry if this is in the wrong subforum; it was the only one that seemed to fit the best.)

  10. So I copied and edited the WhiterunTempleCastHealingSpellSoldier package and edited it to work for a follower that will heal you once your health drops below a certain threshold. However, even though it's set to "Interrupt Override: Combat", it will not appear under Combat Override in my follower's AI Packages. What's the problem? Am I doing it wrong?

     

    ALSO! How do I make a follower level with me in the Creation Kit? Every variation of a Google search that I try leaves me with console commands. Can you do this with a script or something? How?

     

    Thanks in advance!

  11.  

    I feel like I shouldn't even be posting in here because I'm just that new to modding beyond your run-of-the-mill follower made from a quick tutorial, but how would you set a spell to be on a certain part of the body? I don't get how I would end up editing Candlelight to summon two of itself and have them appear as a kind of overlay for the eyes. If you want more clarification, I want to do the same as I mentioned before. If you've played the MMORPG Aion as an Asmodian, you should know what I mean. If not, having glowing eyes for a follower when he is in combat, just for that one follower, then they vanish when he is no longer in combat. I have the script to have them toggle on when in combat, and off when not, but I still don't know how to edit a spell beyond making it summon an ally (or two without using the perk; I figured out that much) or hit enemies and damage them. Help?

     

    A little clarification as to what you still need for your desired effect would be extremely helpful. Are you working on a companion NPC or a helper you summon via conjuration or some other spell? I'm also not sure what you mean where you need a spell to do damage?

     

    I don't need it to do damage, but that's the basic skills I have with spells in the CK- making them hurt or summoning things. This is for an effect that will be put on a specific follower.

  12. Hi everyone.

     

    When you install mod on Serana's appearance after completing DG questline, they dont seem to work at all. However, when you start a new game and summon a copy of Serana, it properly utilizes any mod you've installed. As I figured out, that problem occurs when you install serana mod after meeting her ingame. And I've also learned from internet that this probably has to do something with multiple actors for the same character (i wish i knew what that means).

     

    So, is there any possible solution to this kind of problem except starting a new game? Maybe, a console command to cummon a certain type of character's actor or set actor appearance or whatever. I'm really upset now because modded serana is just so gorgeous but I cant have her by my side :sad:

     

    link to several other replies with the same problem:

    http://www.nexusmods.com/skyrim/mods/38326/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D38326%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1036244&pUp=1

    You could try "disable" and "enable" after targeting her in the console. And to answer your first concern, multiple actors means there is literally multiple versions of her. The game has more than one version of her that it loads (and unloads) after various points in the game.

  13. If it was working fine before the windows 10 update, then I wouldn't be surprised if something's gone buggy. Apparently a lot of people are having issues every time there's a new update for Windows10. It's just a very new OS and most software/games that people are using now was not made with that OS in mind. All I can suggest is to try updating your video card drivers. It looks like there were a couple updates in March for your card so it's worth a try.

     

    https://downloadcenter.intel.com/product/86210/Intel-HD-Graphics-5500-for-5th-Generation-Intel-Core-Processors

    I'll try those out. And the whole part about my dad installing Windows 10? Bad memory on my part, that was on my now-broken Dell laptop. Skyrim still worked on it after the update, and since my current laptop came with Windows 10, that shouldn't be the issue.

  14. What kind of video card and how much memory? What resolution are you playing at? I'm thinking it could just be running out of memory. Actually, I'm thinking that it could just be windows 10. (Why anyone would update to that, I'll never know) If it seems to crash regardless of how much memory is used up, with or without mods, I would suspect it's just the spyware that is trying to communicate at regular intervals.

    Well, the thing is, my dad was trying to do something on my computer and he was the one who installed it, sooo...

    I used to play in fullscreen (1366x768), but recently I've been using Windowed Mode (runs faster). The graphics card is an Intel HD Graphic 5500, which is a likely explanation for the problems... the last time Skyrim worked for a while was on my last Dell laptop... which broke after 2-3 months. Yeah.

  15.  

    I feel like I shouldn't even be posting in here because I'm just that new to modding beyond your run-of-the-mill follower made from a quick tutorial, but how would you set a spell to be on a certain part of the body? I don't get how I would end up editing Candlelight to summon two of itself and have them appear as a kind of overlay for the eyes. If you want more clarification, I want to do the same as I mentioned before. If you've played the MMORPG Aion as an Asmodian, you should know what I mean. If not, having glowing eyes for a follower when he is in combat, just for that one follower, then they vanish when he is no longer in combat. I have the script to have them toggle on when in combat, and off when not, but I still don't know how to edit a spell beyond making it summon an ally (or two without using the perk; I figured out that much) or hit enemies and damage them. Help?

    You can tell you have no experience, so maybe try starting small? I will explain it one last time and if you still can't figure it out wait till you are more experienced. You need to make a custom .nif based of of any spell (my example was candlelight). Take the .nif and alter it so the affect of the spell is just a glowing light at eye height. Attach that .nif to a custom candle light in the CK and use the script i gave you.

     

    How would you go about editing/making the .nif? It would require Blender to edit and Nifskope to export it to an editable format, right?

  16. Performed a complete reinstall with a new (clean) save/character. Crashed 15 minutes in, again.

    If it helps, my PC is a x64-based HP Pavilion Notebook with Window 10 Home, Intel Core i5-5200U CPU @ 2.20GHz, 2195 Mhz, 2 Cores, and 4 Logical Processors. Please help; I'd really like to pick up Skyrim again.

  17. I feel like I shouldn't even be posting in here because I'm just that new to modding beyond your run-of-the-mill follower made from a quick tutorial, but how would you set a spell to be on a certain part of the body? I don't get how I would end up editing Candlelight to summon two of itself and have them appear as a kind of overlay for the eyes. If you want more clarification, I want to do the same as I mentioned before. If you've played the MMORPG Aion as an Asmodian, you should know what I mean. If not, having glowing eyes for a follower when he is in combat, just for that one follower, then they vanish when he is no longer in combat. I have the script to have them toggle on when in combat, and off when not, but I still don't know how to edit a spell beyond making it summon an ally (or two without using the perk; I figured out that much) or hit enemies and damage them. Help?

  18. As stated above, my game will crash after about 15 minutes, regardless of what I'm doing. Managing stuff in menus? Crash. In the Race Menu updating a character/making a new character? Crash. Talking to a random NPC? Also crash. The only thing that it doesn't crash on is the title screen. This is infuriating and makes the game near impossible to play. I'm using Windows 10 with SKSE (version 1.7.3, downloaded off Steam). Listed below is my mod list in their load order. I sorted them through LOOT already, so unless it's a specific mod that needs to be moved, please don't tell me to sort with LOOT.

     

     

     

    0 0 Skyrim.esm
    1 1 Update.esm
    2 2 Dawnguard.esm
    3 3 HearthFires.esm
    4 4 Dragonborn.esm
    5 5 Unofficial Skyrim Legendary Edition Patch.esp
    6 6 Skyrim Project Optimization - Full Version.esm
    7 7 Falskaar.esm
    8 8 Wyrmstooth.esp
    9 9 Master of Disguise.esm
    10 a AP Skyrim.esm
    11 b ApachiiHair.esm
    12 c ApachiiHairMales.esm
    13 d HorseBranding.esm
    14 e TKChildren.esm
    15 f daymoyl.esm
    16 10 Cutting Room Floor.esp
    17 11 a quality world map - with roads.esp
    18 12 amazingfollowertweaks.esp
    19 13 tranquility.esp
    20 14 sos - the wilds.esp
    21 15 sos - civilization.esp
    22 16 Thunderchild - Epic Shout Package (Workshop).esp
    23 17 sos - the dungeons.esp
    24 18 TheEvilMansionFE.esp
    25 19 Day Night City Lights.esp
    26 1a cartographers map markers.esp
    27 1b Wintermyst - Enchantments of Skyrim.esp
    28 1c Wind Destruction.esp
    29 1d song of the alchemist - thegreylight.esp
    stranger_danger.esp
    30 1e skyrim in color.esp
    31 1f Further Dark Dungeons for ENB.esp
    32 20 haafinheim.esp
    33 21 uniquebordergates-all.esp
    riverwoodhotsprings.esp
    34 22 tame beast.esp
    35 23 tos_amber_guard.esp
    36 24 tos_laintardale_hf.esp
    37 25 tos_granitehall.esp
    38 26 MidasSkyrim.esp
    39 27 WheelsOfLull.esp
    40 28 prometheus_beastskeletons.esp
    41 29 SkyrimEvolved.esp
    42 2a WildHerdsOfSkyrim.esp
    43 2b The Paarthurnax Dilemma.esp
    44 2c Conjuration Defiled.esp
    45 2d acedogcompanion.esp
    46 2e barenziahquestmarkers.esp
    47 2f better embers.esp
    48 30 Better Wuuthrad.esp
    49 31 coinrework.esp
    50 32 convenient horses.esp
    51 33 NoWeightForOtherMiscs.esp
    52 34 craftableclothes.esp
    53 35 dD - Enhanced Blood Main.esp
    54 36 deathwing inspired alduin reloaded.esp
    55 37 NoWeightForBooks.esp
    56 38 dreamstride.esp
    57 39 dr_bandolier.esp
    58 3a dr_bandolierdg.esp
    59 3b DualSummon.esp
    60 3c gsr_friendlyvampires.esp
    61 3d The_Sinister_Seven_SteamV3_4.esp
    62 3e ivoryplate.esp
    63 3f SlicerofTwilight'sEndLagrie.esp
    64 40 vMYC_MeetYourCharacters.esp
    65 41 HB BasicRidingAI.esp
    66 42 hdplants+herbs.esp
    67 43 Improved Spells.esp
    68 44 improved wooden sword for hearthfire.esp
    69 45 ktxcompleteskyforge.esp
    70 46 nightingale.esp
    71 47 KnifeOfTheGodess.esp
    72 48 lilithsLacerator.esp
    73 49 wieldablelantern.esp
    74 4a lusty3.esp
    75 4b merchant gold increase.esp
    76 4c the hunting game - thegreylight.esp
    77 4d NoWeightFood.esp
    78 4e NoWeightForDragonClaws.esp
    79 4f NoWeightForDwarvenItems.esp
    80 50 NoWeightForHidesAndPelts.esp
    81 51 NoWeightForIngots.esp
    82 52 NoWeightForOres.esp
    83 53 NoWeightForPreciousGems.esp
    84 54 NoWeightForSoulGem's.esp
    85 55 pkg - arch-mage.esp
    86 56 sneak redesigned.esp
    87 57 xxxMedsCure.esp
    88 58 Ordinator - Perks of Skyrim.esp
    89 59 RaceMenu.esp
    90 5a RaceMenuPlugin.esp
    91 5b RevampedExteriorFog.esp
    92 5c realrainbwvanilla.esp
    93 5d Simple Spell Scaling.esp
    94 5e SkyMoMod.esp
    95 5f SkyUI.esp
    96 60 TavernGames.esp
    97 61 TKChildren_DB.esp
    98 62 TKChildren_HF.esp
    99 63 TKChildren_V.esp
    100 64 unique uniques.esp
    101 65 unreadbooksglow.esp
    102 66 UsefulDogs.esp
    103 67 walk.esp
    104 68 Water Destruction.esp
    105 69 WetandCold.esp
    106 6a When Vampires Attack.esp
    107 6b better-ench-fx.esp
    108 6c FS_Skycutter.esp
    109 6d ENB Snow FX.esp
    110 6e [KijikoHair_MalePack].esp
    111 6f Alternate Start - Live Another Life.esp

  19. Then just make a custom eye.nif for your character, and give it a glow map. But this way they will always have glowing eyes.

    Can't I just follow it the same way the Draugr eyes are set up and have that script for determining when to have them somewhere (I'm not sure if I put it in Quest or what)? You can have more than one script in a Quest... or maybe I'm thinking of Spells...? Probably both? :psyduck: Trying to sort it out last night kind of exploded my brain. Also it was past midnight.

  20.  

    Is there anyway to make an eye type that makes the whole eye glow (yes, that means even the whites of the eyes)? Every mod I've looked at only changes the iris and pupil.

     

    And if so, can you make eye types change when a condition is met? I want a follower to have their eyes start glowing white when in combat (You know, "White Eyes of Doom" style, like it's about to get real serious). That would have to be an effect, right? How do I do that?

     

    I'm sorry for the crap-ton of questions, the most I've modded is extremely basic followers...

    An easy way i can think of is that you create a custom spell, which does nothing more than put a glow around the NPCs eyes( maybe you could fiddle with candle light?), and then just put a simple script to activate the spell when they start combat :smile:

    Example:

     

    Scriptname Example extends Actor

     

    SPELL Property GlowyEyes Auto

     

    Event OnCombatStateChanged(Actor actorRef, int combatState)

     

    if (combatState == 1) ; they are in combat

    GlowyEyes.Cast(Self)

    elseif (combatState == 0) ; they are no longer in combat

    DispelSpell(GloweyEyes)

    endif

     

    EndEvent

     

    So I started doing that, but I'm trying to deploy it in the same way the Draugr eye glow effect is applied and I just plain don't understand. Using my highly limited prior knowledge (and Google searches), I have the spell and the magic effect created, but I honestly doubt I set it up correctly, given that inputting the script is confusing me a ton. I'm not sure how to get the effect to apply only to the eyes/just apply in general.

     

    Again, I apologize for lacking major CK abilities...

  21. Is there anyway to make an eye type that makes the whole eye glow (yes, that means even the whites of the eyes)? Every mod I've looked at only changes the iris and pupil.

     

    And if so, can you make eye types change when a condition is met? I want a follower to have their eyes start glowing white when in combat (You know, "White Eyes of Doom" style, like it's about to get real serious). That would have to be an effect, right? How do I do that?

     

    I'm sorry for the crap-ton of questions, the most I've modded is extremely basic followers...

  22. Sounds like you don't have the master file in use.

     

    Make sure your CK is setup for multiple masters and you have Hearthfire loading and included as a master, your mod as the active plugin. You should then be able to see the BYOH resources and entities then. This should help:

     

    http://forums.nexusmods.com/index.php?/topic/1010475-running-multiple-master-files-in-creation-kit/

    Oh. Gosh, oops. I forgot to load Hearthfire with it. Good job, me!

  23. Not 100% sure if this is where this goes, but...

     

    So I've been trying to mod in two adoptable children in-game via the CK. I wasn't sure what faction they needed to be adoptable, so I looked it up. I found that it was the BYOHRelationshipAdoptableFaction, but... when I search it up in the Creation Kit, nothing shows up. Is it under another name or something?

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