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mmft93

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About mmft93

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    Skyrim sometimes Fallout
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  1. I'll give it a try. It's a spell that they cast on themselves. I noticed like you said it would cast the spell wherever the player is looking, which usually made the spell miss. That's why instead I had the target actors cast the damage spell on themselves. Then the original spell the player casts is supposed to just trigger the animation. I didn't know about the bypassing animations part, thanks I'll give the "DoCombatSpellApply" a try see how it works out.
  2. OK, thanks you've been a big help. I use Violen Kill Move Mod, it lets me turn off the need to be the last enemy for a kill move to trigger, so I don't think that is a problem not 100% sure though. I'm not to good at figuring out the math to properly place the actors where they need to be. The kill moves where the actors need to be in a bleed-out state seem to work the best, so for now I think that will do. I'll continue to mess around with the placement though I'm almost positive that's what the issue was.
  3. Oh ok, that makes sense. In other words I can't just use Game.GetPlayer().MoveTo(aktarget) I have to set them into position. Thanks Fore
  4. I'm making a custom spell thats supposed to make the player and the target play a random kill animation. The problem is sometimes the animation plays other times nothing at all happens. I can't get it to work 100% of the time so i have come to the experts. Here is my script that I have made for the spell. scriptname MMFTSpellDanceofDeath2 extends ActiveMagicEffect Idle Property akIdle0 AutoIdle Property akIdle1 AutoIdle Property akIdle2 AutoIdle Property akIdle3 AutoIdle Property akIdle4 AutoSpell Property akSpell AutoSpell Property akSpell2 AutoFloat DamAugment Event OnEffectStart(Actor akTarget, Actor akCaster)DamAugment = Game.GetPlayer().getAV("OneHanded*5")akSpell.Cast(Game.GetPlayer(), Game.GetPlayer())Game.GetPlayer().MoveTo(aktarget)int random = Utility.RandomInt(0, 4)If Random == 0Game.GetPlayer().PlayIdleWithTarget(akIdle0, akTarget)Utility.Wait(2)akTarget.DamageAV("Health", DamAugment)Actor RandomActor1 = Game.FindRandomActorFromRef(Game.GetPlayer(), 1000)AkSpell2.Cast(RandomActor1, RandomActor1)EndIfIf Random == 1Game.GetPlayer().PlayIdleWithTarget(akIdle1, akTarget)Utility.Wait(2)akTarget.DamageAV("Health", DamAugment)Actor RandomActor1 = Game.FindRandomActorFromRef(Game.GetPlayer(), 1000)AkSpell2.Cast(RandomActor1, RandomActor1)EndIfIf Random == 2Game.GetPlayer().PlayIdleWithTarget(akIdle2, akTarget)Utility.Wait(2)akTarget.DamageAV("Health", DamAugment)Actor RandomActor1 = Game.FindRandomActorFromRef(Game.GetPlayer(), 1000)AkSpell2.Cast(RandomActor1, RandomActor1)EndIfIf Random == 3Game.GetPlayer().PlayIdleWithTarget(akIdle3, akTarget)Utility.Wait(2)akTarget.DamageAV("Health", DamAugment)Actor RandomActor1 = Game.FindRandomActorFromRef(Game.GetPlayer(), 1000)AkSpell2.Cast(RandomActor1, RandomActor1)EndIfIf Random == 4Game.GetPlayer().PlayIdleWithTarget(akIdle4, akTarget)Utility.Wait(2)akTarget.DamageAV("Health", DamAugment)Actor RandomActor1 = Game.FindRandomActorFromRef(Game.GetPlayer(), 1000)AkSpell2.Cast(RandomActor1, RandomActor1)EndIfEndEvent Can anyone tell me what's wrong with it please and thank you.
  5. Thanks Peter, but it does what I need it to do. I'm aware of the whole math side but sadly I don't get math, all that is beyond me lol. I just wanted to spawn my activators to surround the player, which they did.
  6. Fixed it :) thanks guys. The script wasn't firing. in the title i had, Scriptname MMFTDruidSpellTreeDome extends MagicEffect I changed the ending (not sure what that part is called sorry) to, Scriptname MMFTDruidSpellTreeDome extends ActiveMagicEffect The log said the bases did not match between my script and my magic effect. I don't fully understand why this fixed it but it did haha. Thanks again :)
  7. Ok, tried your edit Elias and still nothing. The trees are still not spawning. I even turned of collision after using the spell to try and run around and find them but they were no where to be found. Steve, not sure how to check script log for errors. When i compile it in CK it says success no failures. I did notice after i gave my self the spell in the game and then opened console it said script not saved, but after doing it on a new save game and that messaged left. Still no results though.
  8. So I've been trying to write this script all day today. Finally i got it to compile without any errors only problem is in the game it does nothing. What supposed to happen is, the player uses the spell to surround themselves with trees for protection (like a tree wall). I wrote a script to spawn the trees (activators) and then to move them to surround the player, however like i mentioned nothing happens in game when the spell is cast. Can anyone help me or at least point me in the right direction? Scriptname MMFTDruidSpellTreeDome extends MagicEffect actor Property akCaster autoactor Property akTarget autoactivator Property akActivator auto ObjectReference Tree1ObjectReference Tree2ObjectReference Tree3ObjectReference Tree4 Event OnEffectStart(Actor akTarget, Actor akCaster)Tree1 = akCaster.PlaceAtMe(akActivator)Tree2 = akCaster.PlaceAtMe(akActivator)Tree3 = akCaster.PlaceAtMe(akActivator)Tree4 = akCaster.PlaceatMe(akActivator)Tree1.MoveTo(akCaster, 0, 0, 5)Tree2.MoveTo(akCaster, 5, 0, 0)Tree3.MoveTo(akCaster, 5, 0, 0)Tree4.MoveTo(akCaster, 0, 0, 5)EndEvent
  9. Hey thanks guys for the reply. Sorry got busy with finales. I still wasn't able to move the new actor, but I found it easier to have markers already placed in the area and than just spawn the new NPC at those markers. :) thanks again for the replies.
  10. Thanks for the reply I'm stuck though trying to move the NPC. I don't think the marker will work either because if I cant move the Npc I don't think I'd be able to move the marker. This is my script: ------------------------------------------------------------------------------------------------------------------------------------------------ ScriptName MMFTDemonicShrine1 extends ObjectReference Armor property DiscipleRobes auto Armor property GoatHead auto Weapon property DaggerofCeremony auto Perk property MarkoftheDamned auto Spell property AzazelCurse auto ActorBase property MyActorBase auto Function MoveTo(ObjectReference akTarget, float afXOffset = 0.0, float afYOffset = 0.0, float afZOffset = 0.0, bool abMatchRotation = false ) native Event OnActivate(ObjectReference akActionRef) If akActionRef == Game . GetPlayer() ; only the player can activate this ObjectReference SelfObj = Self as ObjectReference AzazelCurse.cast(SelfObj, game.getplayer()) Game. GetPlayer(). AddItem(DiscipleRobes, 1, true) Game.GetPlayer().AddItem(GoatHead, 1, true) Game.GetPlayer().AddItem(DaggerofCeremony, 1, true) Game.GetPlayer().EquipItem(DiscipleRobes) Game.GetPlayer().EquipItem(GoatHead) Game.GetPlayer().EquipItem(DaggerofCeremony) Game.GetPlayer().AddPerk(MarkoftheDamned) Game.GetPlayer().PlaceActorAtMe(MyActorBase) Actor PlayerRef = Game.GetPlayer() MyActorBase.SetPosition(PlayerRef, 120.0 * Math. Sin (Player Ref.GetAngleZ()), 120.0 * Math. Cos (Player Ref.GetAngleZ()), PlayerRef.GetHeight()) utility.wait(1) SelfObj.delete() EndIf EndEvent EndFunction ------------------------------------------------------------------------------------------------------------------------------------------------------- This is the script I came up with based on the reading the wiki. Whenever I try to compile I get failed. it says no viable alternative at input '\\r\\n' error while attempting to read script MMFTDemonicShrine1: Object reference not set to an instance of an object. Not sure what that means. My first thought was that it doesn't know what actor to move since Myactorbase is an Actorbase not an Actor. So i tried setting the setposition command right after the spawn so it was like this: Game.GetPlayer().PlaceActorAtMe(MyActorBase.SetPosition(PlayerRef, 120.0 * Math.Sin(PlayerRef.GetAngleZ()), 120.0 * Math.Cos(PlayerRef.GetAngleZ()), PlayerRef.GetHeight()) But I still got the same error, so than I tried changeing the Setposition command to MoveTo but ended up with the same results. Any thoughts or suggestions? I feel like it should be a simple script but its driving me crazy. Oh yeah I even tried setting akTarget as a property like Actor property akTarget auto Than in the Ck i was going to put the akTarget property to be the player but it still didn't compile. I tried replacing the aktarget with Game.GetPlayer() but still no luck.
  11. Yeah it worked :laugh:! Thanks for the help guys I realized that foamyerque was right an that the actor would already have to be in skyrim, other wise I'd have to do as Ghaunadaur said. here's the new script in case anybody wants to know ------------------------------------------------------------------------------------------------------------------------------------------------ ScriptName MMFTDemonicShrine1 extends ObjectReference Armor property DiscipleRobes auto Armor property GoatHead auto Weapon property DaggerofCeremony auto Perk property MarkoftheDamned auto Spell property AzazelCurse auto ActorBase property MyActorBase auto Event OnActivate(ObjectReference akActionRef) If akActionRef == Game . GetPlayer() ; only the pla yer can activate this ObjectReference SelfObj = Self as ObjectReference AzazelCurse.cast(SelfObj, game.getplayer()) Game. GetPlayer(). AddItem(DiscipleRobes, 1, true) Game.GetPlayer().AddItem(GoatHead, 1, true) Game.GetPlayer().AddItem(DaggerofCeremony, 1, true) Game.GetPlayer().EquipItem(DiscipleRobes) Game.GetPlayer().EquipItem(GoatHead) Game.GetPlayer().EquipItem(DaggerofCeremony) Game.GetPlayer().AddPerk(MarkoftheDamned) Game.GetPlayer().PlaceActorAtMe(MyActorBase) utility.wait(1) SelfObj.delete() EndIf EndEvent ------------------------------------------------------------------------------------------------------------------------------------------------------- now that he spawns I have to figure out how to place him instead of spawning literally right at the player, like say behind the player. I'll check the wiki but if anybody knows how please let me know. Thanks again guys :laugh:
  12. I like the idea :) that would be a fun mod. Sadly I am a beginner moder and don't think I'd be able to do this (anytime soon still much to learn) but I hope somebody does pick it up. It would be really cool if they incorporated this mod with it http://www.nexusmods.com/skyrim/mods/76803/? the Organic Fractions mod by Ether Dynamics, now that would be something!
  13. Could somebody take a look at my script and tell me what I've done wrong. I wanted to create a script that would spawn an NPC at the player when they activate my activator and do other things as well, everything else works except for the npc spawning. I've read just about all I could on the wiki and here's what I came up with.... ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ScriptName MMFTDemonicShrine1 extends ObjectReference Armor property DiscipleRobes auto Armor property GoatHead auto Weapon property DaggerofCeremony auto Perk property MarkoftheDamned auto Actor Property Familiar auto Spell property AzazelCurse auto ActorBase MyActorBase Event OnActivate(ObjectReference akActionRef) If akActionRef == Game . GetPlayer() ; only the pla yer can activate this ObjectReference SelfObj = Self as ObjectReference AzazelCurse.cast(SelfObj, game.getplayer()) Game. GetPlayer(). AddItem(DiscipleRobes, 1, true) Game.GetPlayer().AddItem(GoatHead, 1, true) Game.GetPlayer().AddItem(DaggerofCeremony, 1, true) Game.GetPlayer().EquipItem(DiscipleRobes) Game.GetPlayer().EquipItem(GoatHead) Game.GetPlayer().EquipItem(DaggerofCeremony) Game.GetPlayer().AddPerk(MarkoftheDamned) MyActorBase = Familiar.GetBaseObject() as ActorBase PlaceActorAtMe(MyActorBase) utility.wait(1) SelfObj.delete() EndIf EndEvent ----------------------------------------------------------------------------------------------------------------------------------------- ....Like I said everything else works except the Npc I'm trying to spawn doesn't spawn. I looked up all I could on the CK wiki, so now I turn to you skyrim modding community :cool:
  14. Ok I know its been done before there's plenty of other mods that do it but I for the life of me can not figure out how to re-texture the flame spell in skyrim :sad: It seems no matter what I do I can't change the flames at the end of the spell. Everywhere I look online says I have to change the texture paths in the nodes, well I changed all those still no luck. I also changed the impact data in the ck. Not sure what I'm doing wrong?
  15. It worked thank you :) . Wow, such little mistakes I think I'm getting better though thanks to you.
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