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stonefly

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  1. I am trying too make a script based pop up menu, that only activates once, when an item is equipped. The menu buttons need too change the value of a custom variable in the same script. This way I can use that custom variable too change some part of the item equipped. Or more correctly, how it acts. This is part of a Bow script that has a menu letting you select the type of arrows you want too use. They will be summoned arrows that use the players magicka too summon them. The problem is, the "language" used for Papyrus scripts makes no sense too me. I'm too used too the old Oblivion and Morrowind script language. attached is the oblivion menu script I'm trying too convert. This is only part of the bow script. if ( messageOn == 2 ) MessageBox "Which Shell do you want to use?" "Dragon's Breath." "Arctic Wind.""Thunder.""Viper Bite.""Void.""Vampire's Kiss.""Hammer Blow." Set messageOn to 1 endif if ( messageOn == 1 ) set button to GetButtonPressed if ( button == 0 ) ; Dragon's Breath set arrowtype to 1 endif if ( button == 1 ) ; Arctic Wind set arrowtype to 2 endif if ( button == 2 ) ; Thunder set arrowtype to 3 endif if ( button == 3 ) ; Viper Bite set arrowtype to 4 endif if ( button == 4 ) ; Void set arrowtype to 5 endif if ( button == 5 ) ; Vampire's Kiss set arrowtype to 6 endif if ( button == 6 ) ; Hammer Blow set arrowtype to 0 endif endif
  2. hah... yeah... it cut off part of the topic. that and I tried too say too much. so yes, it does sound a bit silly.
  3. aah yes. GetActorValue is one of the commands I was looking for. Thanks. Just couldn't quite remember it for some reason. As for the other. You do have a good point. ModAV looks like it is a permanent change. And I'm not sure how too call a spell from an item script like this either. I'm sure there is a way around this though.
  4. I'm trying too find the script command needed too look up how much magicka the player has. And then the command needed too remove X amount of magicka from the player. Just like a spell does. I'm trying too make a mod that adds a bow that automatically summons it's own arrows as they are used. Right now the mod works, but the arrows cost nothing too summon. I would like too give the arrows a magicka cost too summon each one so that the bow isn't completely free too use. I had seen how too do this once before, but it has been so long since I have worked on this mod that I can't remember where I found the commands. I have already searched through the net looking for the commands needed, but can't seem too find them. Any idea what they are?
  5. The TMM command has more too it then just turning on and off the map markers. It controls whether or not you have visited the site or not and can be adjusted too show or not show hidden sites. So the command can be expanded like this: TMM 1,0,0 Typing it in like this will show all places on your map. Except "hidden" places that normally only show when your on the quest that specifically uses them. But all the places will be marked as not discovered yet, so you will NOT be able too fast travel too them. You will still get the "discovered xxx" location message when you get too them. Note: the commas are needed between the numbers and there are no spaces used between the numbers. First number: Are all the markers on the map visible? (1=yes 0=no) Second number: Have the markers been visited? This effects fast travel. (1=yes 0=no) (1 is default) Third number: Are the hidden markers shown? (1=yes 0=no) (0 is default) Have fun.
  6. Once the Skyrim Creation Kit is released too the public, I am planning on making a mod that adds a bow that can be reconfigured with different enchantments depending on the situation. The bow will use normal arrows as is the style Bethesda adopted for Skyrim. The one thing I am still undecided on is how exactly I am going too do each of the altered bows. Right now I am thinking of having it be a dwarven style bow. So far this is the idea I have: 1: Player finds a piece of the bow in an early dungeon along with a note. This will start a quest too find the other parts of the bow. Each part will either be in the same dungeon, or scattered in different ones. For now, I think, I'll have them in the same locations visited by the player during the main quest line. With all the pieces acquired, the player will be able too reforge the bow using any forge in the game. I will try too make a custom smithing pattern for the bow for the player too use too recreate it. 2: Along with the bow, there will be pieces of what will be called the Master Key. This item will allow the player too reconfigure the bow into one of it's other forms. This way, the one bow can have several different enchantments that can be changed out as the player sees fit, while still only having one bow in their inventory. I will try too add a smithing pattern too recreate the Master Key as well. 3: ???The different forms of the bow will either have an enchantment already placed on them, once the Master Key is forged. Or each form of the bow will not be enchanted, allowing the player too place any enchantments they want on each form differently. Preferences on this part? Note: I'm not sure yet if the script will even allow the bows too be enchanted by the player. In order too work, it will be calling on the unique reference ID for each form of the bow and I don't know yet if enchanting the bow changes this reference ID... 4: ???I might give each form of the bow the ability too summon its own arrows using the players own magicka. Though how much this would cost per arrow and whether or not I even need too do this is still in question. Any suggestions? 5: Initially, the bow will be fairly simple. But I plan on adding scaling too later versions of the mod so that the bow will not loose its usefulness as the player goes up in level, making it a leveled item as well. This mod will be using multiple scripts too move the different forms of the bow around, summon arrows, and alter the players magicka pool in response too each summoned arrow. Everything will be tied in some way too the Master Key. The Master Key its self will be what is used too select which form of the bow is equipped and will stay in the players inventory. The scripting used will bring up a mini menu that, once the type is selected, will automatically switch too the form of the bow selected, unequip the Master Key, and equip the selected form of the bow. Hopefully I'll be able too get all the scripts working together so that it all runs unnoticed in the background, and only when the player wants it too. I have already made a mod for both Morrowind and Oblivion that use a similar idea and scripting, but are far simpler in design. So hopefully I'll be able too draw on what I learned from those two and expand it into this mod. Any suggestions on how you think I should tweak this idea? Waiting impatiently for January and the Skyrim Creation Kit: Stonefly
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