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About PeteTheBard
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Hello! This mod adds a conducting mechanic to the game and lets you conduct Skyrim's Song Of The Dragonborn with a fully voiced choir. http://www.nexusmods.com/skyrimspecialedition/mods/650/ I'd be grateful if anyone interested would try it out and offer any feedback, along the lines of: How difficult/easy were the conducting mechanics? At the moment I feel it might be too difficult and I will update this depending on what people feel.Would there be interest in a Christmas Carol version of this mod in time for December?What did you think of the Musical weapons/spells?Would there be interest in different versions of the Dubstep Spell?Should there or should there not be a questline with this mod?Thanks, PeteTheBard (Pete) (I am a Bard)
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Hi nexus, I've just released a mod on the Steam Workshop that I will be putting up on the nexus in the next few days. http://steamcommunity.com/sharedfiles/filedetails/?id=548209973 I wonder if someone may be kind enough to point me in the direction of a good guide that can tell me how to upload to nexus after working in the Creation Kit? This is my first Skyrim mod and I'm not familiar with the processes. I've googled lots but wonder if there is a guide that is 'best'? Cheers, Pete
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So I solved my problem but in case any others come here from a google search, here is the code I used, which I attached directly to the weapon: Scriptname a_DOVAKHIN extends Form Event OnInit() RegisterForAnimationEvent(Game.GetPlayer(), "weaponSwing") EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) if (akSource == Game.GetPlayer()) && (asEventName == "weaponSwing") int instanceID = Doh1.play(akSource) Sound.SetInstanceVolume(instanceID, 1.0) endIf endEvent Sound Property Doh1 Auto
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Ignore me. I meant to say that it hadn't worked with RegisterForActorAction. Tried RegisterForAnimationEvent and the script has actually compiled so I'm off to test it in game.
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Hi people! I am fairly inexperienced at modding and scripting and have been making a mod, I want to ask: - How do I attach a script to a weapon to make that weapon play a sound when the player swings the weapon - What might such a script look like? I've tried using RegisterForAnimationEvent to register for weapon swings, but every time I compile it within my Form script it shows an error saying that it is not a function. I have SKSE installed. I am really confused and would appreciate any input you guys might have, Thank you! P.S: I know that you can add sounds to a weapon directly in the weapon edit screen but I am creating a mod that requires the sound to be played by a script.
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THANK YOU. You saved me much frustration.
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Ok I got it. I found the other thread that Arocide wrote on and the script.rar file needs to be extracted and copied to the Data>Scripts>Source folder. Thanks for your wisdom! Back to scripting!
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I have fixed the problem a little - I copied all the scripts manually from Data>Scripts>Scripts>Source to Data>Scripts>Source>Temp Now I can edit scripts I have previously created without compilation errors, however I still cannot create brand new scripts or open Skyrim's vanilla scripts. As you can probably tell I am a scripting noob who has no idea what to do :)
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I have this problem too and have found it very frustrating as I've spent a while searching for answers with no success. I have the same problems as Daisy but extracting the 'scripts.rar' to the scripts folder and verifying the game cache have not worked for me. Can someone please confirm exactly where I am extracting this file to in case I have this wrong, thanks! I can only open scripts that I have created myself - however when I save any alterations it fails to compile and says "Failed to locate script ''ActiveMagicEffect" and 'Failed to locate script Utility'", and "Unable to find flags file: TESV_Papyrus_Flags.flg" This is all very frustrating as this error seems to have just appeared from nowhere, and caused a lot of lost time. All while I was having fun scripting a fully functioning dubstep spell :sad:
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Hello talented modders! I am a much less talented first time modder in need of your assistance. I have succeeded in creating a shrine that adds a "Resist Fire 100%" effect to the player, however the player still takes a small amount of damage from fire - I read that Bethesda made the game so that the player couild not be completely invulnerable to fire. But - The flame atronach IS completely resistant to fire, and when a fire spell is case at one the message "Flame Atronach resisted {fire spell} appears. Is there any way to apply the true 'invulnerable to fire' to the player for a set amount of time? I have tried applying the "abFlameAtronach" but I've had no success with this. And before anyone shouts 'Do a google search' :wink: I have searched for literally hours online and experimented in game. You guys are my last bastion of hope. I am a first time modder and need very simple step by step instructions please :smile: May Talos bless the champion who can help me.
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Hello talented modders! I am a much less talented first time modder in need of your assistance. I have succeeded in creating a shrine that adds a "Resist Fire 100%" effect to the player, however the player still takes a small amount of damage from fire - I read that Bethesda made the game so that the player couild not be completely invulnerable to fire. But - The flame atronach IS completely resistant to fire, and when a fire spell is case at one the message "Flame Atronach resisted {fire spell} appears. Is there any way to apply the true 'invulnerable to fire' to the player for a set amount of time? I have tried applying the "abFlameAtronach" but I've had no success with this. And before anyone shouts 'Do a google search' :wink: I have searched for literally hours online and experimented in game. You guys are my last bastion of hope. I am a first time modder and need very simple step by step instructions please :smile: May Talos bless the champion who can help me.