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Catman030

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  1. I've done all that. It seems as if SE isn't quite loading the mod, or its scrapping the objects in the Esp for some reason. My concern is that I did something wrong when trying to import the older mod into the new CK..
  2. I know this question is going to make me look stupid, so please, I promise I've tried the normal stuff. I'm trying to bring my mod into SE and when doing so, I've been unable to locate the formID through the help command in game. Its just a normal weapon id that i wanted to add through the player.additem command. What I've done so far as far as "porting" goes is open up my old mod in the new CK, change something, and then save it to get the new format. I've checked the load order #, and I've triple checked the editor id in CK, where the object shows up fine. Is there something I'm missing? Thanks.
  3. Just thought I'd put out another update clarifying the current state of this mod, for those who are still following this thread: 1) The shout effects are complete, and the files have been uploaded to my mod. There are no known bugs regarding this aspect of the mod. 2) There was previously a bug where if you activated the Rage of Ancients effect and changed weapons without sheathing, many problems would occur. This has been fixed for the most part. Because i am trying to avoid requiring SKSE, the equip of a 2h weapon results in the player using fists. The user simply has to equip the weapon again.1h weapons work fine. 3) I also noticed a new bug where if the Rage of Ancients shout (or any of the new enchanting shouts) are used while dual wielding another unenchanted weapon, then both weapons will become enchanted. This may sound nice, but due to the glowmap this can be quite distasteful visually. I currently understand this bug to be inevitable within the current limitations of the game and creation kit, but a fix may be possible with SKSE 4) Twizzler's version has seen little improvement. I've noticed that his design closely resembles another mod on the nexus, and I am cautious to continue working on it, as I do not wish to steal the work of another modder. So, at this point I would like to call upon the mod community as a whole, and ask for everyone's opinion as to the future direction of this mod. I understand that this mod has lost its traction over the course of three years (in part due to my recent absence). However, the last 34 pages of this thread show the community that I would like to see continue to be the driving force behind this. Here's what I would like to propose: 1) I can employ an SKSE version that fixes the two bugs mentioned above. 2) I can complete Twizzler's version, or upload my progress so that a more qualified modder can give it justice. 3) I would like to go through with my idea for a quest that would be the ultimate challenge in obtaining this sword. This however will be a huge undertaking, and will most likely require assistance from the community.
  4. Not sure if ck is just being buggy, but any enchant art that I attach to an enchantment fails to render. I've even tried using vanilla components. Am I missing any components here? I was under the impression that you only needed the art object and for it to be linked within the magic effect. Any help would be appreciated. Thanks
  5. Unfortunately I'm too busy to pull apart the mod on my own at the moment, but I can give my $0.02. From what you are saying, it seems that you've figured out that the swords' powers come from an enchantment. If this is true, its only a matter of time before attaching it to your weapon. If you wish to attach it to a weapon specifically, you can go into the weapon's properties in ck and assign the enchantment to it. This will most likely work, unless there are conditions preventing its use on that weapon. Basically you'll need to follow down the chain through each element of the enchantment, as any step along the way may contain conditions. An enchantment is always linked to a magic effect, so I would start there. But I would give it the jury rig attempt I mentioned above before going any further. Hope this helped
  6. HUGE update for everyone still following this thread: Finally, I've managed to design a system where the sword reacts to standard shouts by receiving the enchanting effect of that shout. Basically, wielding the sword while using a shout will enchant the sword with that effect for the duration of the cooldown. Here is my current list, as of course this is not practical with every shout: Fire Breath causes the sword to yield fire damage Frost Breath and Ice Form cause the sword to yield frost damage Storm Call causes the sword to yield shock damage Unrelenting Force and Cyclone gives the sword a knock-back effect Dragonrend gives the sword the dragonbane effect Soul Tear gives the sword the effect of soul trap I've already completed most of these, so expect a big update in the near future.
  7. @Himeki this is possible, but unfortunately it would interfere with the swords shout function, as the Rage of Ancients shout technically "enchants" the weapon temporarily. Similarly to elemental fury, the shout cannot work if the weapon is enchanted.
  8. @lordofderps I've been trying to achieve something like this since the start of my work on this. However, I'm mostly sure that this is impossible to achieve in the vanilla mechanics of the game.
  9. Anyone's who's looked into the design of the elemental fury shout knows that the effects are applied through the use of an enchantment. So I was wondering to myself, could this be switched to give the player a different enchantment temporarily. I gave it a shot, trying to swap in fire damage at various points in ck. No success. Strangely enough, the enhance weapon speed effect persisted even though the magic effect that allowed it was not linked to the voice power. Anyone have any ideas as to why this may not be working? Thanks.
  10. Many of these suggestions are impossible due to ck limitations. A shout cant enchant a weapon and cause damage simultaneously. Trust me, I've tried for a long time to do this on my version.
  11. Can I ask what you didn't like about my mod? I was pretty open to suggestions, and would have considered any ideas for making a more reasonable version if you felt that mine was too over the top.
  12. @fishcakelolwtf I've gotten twizzler's version to a playable point. It isn't as pretty as his previous pictures suggest since it was difficult to correctly align the uv map. I'm still trying to adjust the textures he provided. I've uploaded the current version with pics if you'd like to see/try it.
  13. @Rodetskiy15, the mod you are looking for is this one. I'm not %100 sure how well it combines with More Draconic, but people have reported that it works as desired. Read the description in the link to understand how the mod fully works. Only the Rage of Ancients shout will cause the sword to glow, not dragon aspect. Enjoy!
  14. Unfortunately, I don't have the time to do this currently. However, the creation of the npc would not be difficult. The "invisible man" race already exists within the game, and you would only need to add a new npc with the armor of choice. I'm not familiar with assigning an npc as a companion but i'm sure it couldn't be difficult. As for a quest, well, that's obviously more tedious and would take more time. If nobody else picks this up within a week or so I may be able to get it done. Cheers
  15. So i tried attaching a script to the fire breath shout. One that would add a perk. It looked somthing like this(sorry im on my phone and cant post it as code): -------------------------------------------------------------------------- Scriptname TestSCRIPT extends activemagiceffect Perk property example auto Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.notification("script fired") Game.GetPlayer().addperk(example) EndEvent -------------------------------------------------------------------------- Now there was more to that script but i ended up simplifying it to about that when i was trying to diagnose the reason why the script wouldnt fire. I attached it to the first effect in the first word of fire breath (the one that isnt the push effect) and after testing i found that the perk would not be added and there was no notification. This leads me to believe that the event never fired. Anyone know whats going on? Btw sorry if this is in the wrong spot.
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