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Everything posted by BigKevSexyMan
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Help adding Spellbreaker enchantment please.
BigKevSexyMan replied to FJMS1988's topic in Skyrim's Skyrim LE
Does the spell have any visual effects? Also, you made sure to double click the script and give it the spell you desire, right? One more thing, while you are blocking, open up your powers menu and see if the Spell Breaker Magic Effect is there(assuming you don't have "hide in ui" selected) -
Help adding Spellbreaker enchantment please.
BigKevSexyMan replied to FJMS1988's topic in Skyrim's Skyrim LE
The script you were using wasn't included in that .rar. I'm assuming that you were using my script there though. But there's a couple crucial things you have to do on your end. 1) The magic effect that you are putting under your enchantments must have NO VISUAL EFFECTS. It shouldn't have any sounds in it, and it definitely shouldn't modify any values(Change Effect Archetype to "Script"). The purpose of the magic effect is to simply cast the spell you created when the user raises his shield. It's the spell that will give you the visual effects and stats that you desire. Also, recopy my script. I noticed a small little bug in it and I edited it. So, just in case you copied the wrong script, I want you to recopy the correct version. So, the order of association that you'll be following goes like this: Armor -> Enchantment -> Initializer Magic Effect -> Casting Script -> Ward Spell -> Ward Magic effect -
Help adding Spellbreaker enchantment please.
BigKevSexyMan replied to FJMS1988's topic in Skyrim's Skyrim LE
Yeah, I'm currently doing a shield enchantments mod, and this was the first problem I came across. I guess I could show you my script and method for implementing the "ISBlocking" condition via a script in a magic effect that will translate across disenchanting and enchanting. First thing you'll need is an initializer magic effect. You'll have no effects or anything. This initializer is of contant effect, self, and is a script archetype. Now, add this script to the initializer: Scriptname _BKSM_ShieldBlockEffect extends activemagiceffect String AnimationEnter = "blockStartOut" String AnimationExit = "blockStop" SPELL Property AbilityAdded Auto Event OnAnimationEvent(ObjectReference akSource, string asEventName) if (asEventName == AnimationEnter) Debug.Notification("Spell Casted") AbilityAdded.Cast(akSource, akSource ) endif if (asEventName == AnimationExit) Debug.Notification("Spell Removed") (akSource as Actor).DispelSpell(AbilityAdded) akSource.InterruptCast() endif EndEvent Event OnEffectStart(Actor akTarget, Actor akCaster) RegisterForAnimationEvent(akTarget, AnimationEnter) RegisterForAnimationEvent(akTarget, AnimationExit) Debug.Notification("effect registered") EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) UnregisterForAnimationEvent(akTarget, AnimationEnter) UnregisterForAnimationEvent(akTarget, AnimationExit) Debug.Notification("effect unregistered") EndEvent Next, make a Spell that essentially casts the ward on the magnitude you want. Next, go back to your initializer open the script properties. Select the ward spell you just made. Finally, make the enchantment and give it the initializer magic effect. -
Help adding Spellbreaker enchantment please.
BigKevSexyMan replied to FJMS1988's topic in Skyrim's Skyrim LE
You need to add the proper keywords to a form list and the form list to the "worn restrictions" on the enchantment. Start by going to Misc -> FormList and create a new form list. Keep the window open and go to Misc -> Keyword and drag ArmorShield onto the formlist window. Finally, go to your enchantment. Open the "Worn Restrictions" dropdown and select the new form list. You'll now be able to add that enchantment to any shield. -
Well, deleting the saves would be the main portion of this mod, so you can't reload. I can make a program that could check the saves for the name of the character that died, and delete them. The only issue I'm having trouble thinking of a solution for is communicating from skryim to the deletion program.
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I'm just curious, would anyone actually play skyrim this way? So you can only die once? I'm thinking I might work on this as soon as my other mod is done, but I want to gauge the reaction of the community to see if it's worthwhile first.
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The monkey talks, but only in famous phrases from movies.
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Just to let you guy know, I am still working on this. I did a demo reel. Here's the link and let me know what you all think. http://www.youtube.com/watch?v=VXwViK99SN4
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Questions about changing ObjectReference
BigKevSexyMan replied to BigKevSexyMan's topic in Skyrim's Skyrim LE
Never mind, I found a much cleaner way to work around this using perks to cast the spells with the entry point casting bash spell, and using the condition IsPowerAttacking. Thanks for the help though. -
Looks like changing this line on the top: bool Property activeForArenaQuest = false Auto to this: bool Property activeForArenaQuest = true Auto will work.
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Questions about changing ObjectReference
BigKevSexyMan replied to BigKevSexyMan's topic in Skyrim's Skyrim LE
Well, I'm trying to make some new enchantments, specifically enchantments built around using shields. So, for example,....when the actor that has this enchantment holds his shield up and gets hit he casts frenzy on the guy who hit him. The problem is, I have no way of finding out who my target is. So my hope was to somehow get ahold of the akAggressor parameter from the OnHit Event from the ObjectReference script. -
Ok, I'm trying to do a mod, and I'm getting sick of the workarounds that aren't........working. So, I'm thinking of trying something drastic. I'm thnking of modifying the ObjectReference Script directly. So, let me tell you what and why I am doing this. In the ObjectReference, there is an event called OnHit: Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) This one function has ALL the information I need. This issue is, I am not working from a script that inherits from ObjectReference. I'm doing a activemagiceffect script. There is no way to get this information via script calls to an Actor. This data does not persist. What I want to do is simply use this function to add data to all object references. ObjectReference LastAggressor Projectile LastProjectile bool LastHitPowerAttack bool LastHitSneakAttack bool LastHitBashAttack bool LastHitBlocked Now, I'm trying to think of a good way to accomplish this without destroying compatability with other mods. So, my question is, is there any other way to accomplish this without having to resort to overriding?? Would it be a terrible move to do this?!
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I just did this myself: For the Animation Enter and Exit Properties use blockStartOut and blockStop Scriptname _BKSM_ShieldBlockEffect extends activemagiceffect String Property AnimationEnter Auto String Property AnimationExit Auto Event OnAnimationEvent(ObjectReference akSource, string asEventName) if (asEventName == AnimationEnter) endif if (asEventName == AnimationExit) endif EndEvent Event OnEffectStart(Actor akTarget, Actor akCaster) RegisterForAnimationEvent(akTarget, AnimationEnter) RegisterForAnimationEvent(akTarget, AnimationExit) Debug.Notification("effect registered") EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) UnregisterForAnimationEvent(akTarget, AnimationEnter) UnregisterForAnimationEvent(akTarget, AnimationExit) Debug.Notification("effect unregistered") EndEvent
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Good luck, this is something I've wanted to see done for a while now.
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You'll have to use scripting. In the Magic Effect Form for the spell you are using, add this to a script: Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.KillSilent() EndEvent It's untested, but I think it should work.
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The Illuminate spell only kind of works at the moment. Right now, the "functional version" just adds a light effect to the character. It's currently omni directional, but I would like to make it more like a spot light that goes up when you raise the shield. I'll try to get that to work next and share what I did. I'll probably have to create 2 magic effects. One to launch the effect, and one that acts as the light. I like the frenzy idea, the stealth shield, the disarm, and maybe on the fus roh da. I don't want these to be OP, and launching enemies so far away with a simple power bash might be a little much......maybe, I'll have to try it out. Also, what would disabling ragdoll do exactly? Like....no knockdown? Because I like that.
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Problems with conditions on enchantments
BigKevSexyMan replied to BigKevSexyMan's topic in Skyrim's Skyrim LE
Well, I found a workaround to the problem. Essentially, I'm just forgetting about the conditions within the enchantment form and created a magic effect with a script that adds and removes the spell I want to happen when the shield is up. Here's a copy in case someone else stumbles across this needing help. For AnimationEnter use "blockStartOut" and For AnimationExit use "blockStop" Scriptname _BKSM_TestShieldScript extends activemagiceffect String Property AnimationEnter Auto String Property AnimationExit Auto SPELL Property AbilityAdded Auto Event OnAnimationEvent(ObjectReference akSource, string asEventName) if (asEventName == AnimationEnter) Debug.Notification("Spell Casted") AbilityAdded.Cast(akSource, akSource) endif if (asEventName == AnimationExit) Debug.Notification("Spell Removed") (akSource as Actor).DispelSpell(AbilityAdded) endif EndEvent Event OnEffectStart(Actor akTarget, Actor akCaster) RegisterForAnimationEvent(akTarget, AnimationEnter) RegisterForAnimationEvent(akTarget, AnimationExit) Debug.Notification("effect registered") EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) UnregisterForAnimationEvent(akTarget, AnimationEnter) UnregisterForAnimationEvent(akTarget, AnimationExit) Debug.Notification("effect registered") EndEvent -
Hi, I'm doing a new mod that will give us all some more involving shield enchantments. I'm playing a sword and board guy right now, and I just find the enchantments ....lacking. So I thought I'd do some more interesting enchantments. I already have a few of them going, but they're somewhat typical. Here are the enchantments I have active, or planned so far. FlameCloak on shield raise FrostCloak on shield raise LightningCloak on shield raise Illuminate shield(essentially making it act as a torch replacer or possibly flashlight) More Bash Damage Peryite Ward Elemental Bash Damage Burn Undead Ward Thorns Damage But these are all somewhat underwhelming to me, so I was wondering.... What kind of shield enchantments do you think would be cool to add?
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I'm trying to create a new shield enchantment. Nothing major, I just want boethiah's poison cloak to occur whenever the player is blocking. So, what I did, was I created a dummy item with the enchantment already on it. I then created the enchantment and effect by pretty much duplicating the boethiah enchantment and effect. So, I attach the effect to the enchantment and give the enchantment the condition that the subject must be blocking for it to activate. Finally, I attach it to the dummy shield. Now, when I try out the dummy shield, everything works perfectly. I equip the shield, start blocking and the poison cloak is activated. The problem occurs when I disenchant this dummy shield and I add the enchantment to a new shield. After I add it, the condition "IsBlocking" doesn't seem to be active anymore. Instead, the poison cloak activates right when I equip the item. Not what I want at all. So, I figure, maybe I should add that condition to the effect and not through the enchantment form. So, I open the magic effect form, add the condition, and now, nothing happens when I equip the shield. Any help would be appreciated. I see a lot of tutorials on creating new enchantments, but I never really seen any of them mention this issue.
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Hi, I was just wondering if anyone knew where the AI procedure that makes NPCs take out their torches is located. I can't seem to find it anywhere?
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I was wondering if someone wanted to do a lantern mod that is equipped as an accessory on your side instead of taking up a weapon slot. Something like the hero in this video has equipped. http://www.g4tv.com/videos/58170/dragons-dogma-prologue-gameplay-video/
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Maybe you could make a copy of the .nif and modify it so that it only holds the frame you want, then create a new static object from it.
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I've always wanted to see some sword spells. NOT like the ones mentioned before. I know there's this one mod that causes swords to rain down on an area. That is cool. Here are my ideas: 1) Sword Missile - Novice - Pretty basic, you cast the spell and a portal opens up above your head. This portal shoots a big sword out(great sword size) then goes away. It would be cool if there could be some impale effect to pin the victim to the wall when they die. 2) Sword Wall - Apprentice - I remember seeing an ice wall or something mod out there. This would be cool to do, only with swords. Wherever you cast on the ground a 7 ft sword would pop out of the ground, then go back in after a timer. You could in theory block enemies off with a wall of these. Also, if it's cast under their feet it does direct damage to them. Once again, it would be cool to have some sort of impale effect if they die. I can just imagine a sword shooting upward, impaling them, then slowly going back into the ground with the person still stuck to it. 3) Sword Prison - Adept - This is the first one I thought up of. It's meant for a single target. Essentially, you cast the spell on an enemy and hold it. When cast, multiple sword portals surrounding the enemy open up and essentially impale the enemy. Aside from the initial strike, it can be held to keep the enemy within the prison continually taking damage. 4) Summon Sword - Expert - Simply, you summon a floating sword that attacks enemies for you. 5) Bed of Blades - Master - At first I thought it would be cool to just have the rain swords spell, but then I thought it wouldn't word very good indoors. So I thought up this one instead. Essentially it's like Sword Wall, except the swords pop up all around you. They start popping up near the hero, then gradually pop up near the radius of the spell. There you go, those are my sword spell ideas. If I wasn't busy already I'd do them, but passing them on is a good idea too.
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I've always wondered why no one has tried using text to speech software. I've been looking around for a bit, and some of the voices are passable. Sure, it won't sound like premium quality voice actors, but isn't that better than nothing?
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My next update is ready. This is the interior layout to the castle. It's mostly a layout, although there is some decorative stuff in it. Let me know what you think. http://www.youtube.com/watch?v=DAwrD2VHXAQ I'm starting to get a little burnt out on level design(so many tiny pieces not fitting together.....). So I think it's about time to bust out the pen and paper and get to work on fleshing out the character ideas in the list. If anyone has anything to add to what I have, then let me know. I'm open to any feedback I can get. I'll post the next update when I feel I have enough to show.