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AstralFire

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Everything posted by AstralFire

  1. Three magic effects, but the issue persisted even when I brought it down to one. It was Script archetype. I've tried another work around based around a holder script calling the 30s buff spell and the KB spell separately. It worked before I ate dinner; bets are off if it'll still be working tomorrow. EDIT: Ahahahaha it doesn't even work tonight. EDIT2: OMG. I think I figured out what I was doing wrong...
  2. For clarification: If the base magical effect has condition 'EffectWasDualCast' and has a script attached, will 'EffectWasDualCast' fail on the base magical effect if the script executes a cast, or will it only fail for any checks within the script regarding dualcasting?
  3. Getting caught up on whether or not it is technically railroading is beside the point that the game has a story route it clearly gives much more support to- there is no distinction between disliking the thieves guild and just not having time for them, while the dark brotherhood gives you the option to wipe them out.
  4. No conditions. I got it to work with about 80% reliability before I had to leave the house by bringing the source spell's area down to zero- which also killed the visual explosion. I'm willing to tolerate the explosion loss, but I'd.rather not. The whole thing would be simpler if I could get the explosion's "push living actors" to work, but no luck on that front, if you have any insights? Btw, what was that about dual cast? I want to use those soon... :(
  5. I just test compiled the script I gave you with no errors. Are you setting the script properties in the magic effect, as I mentioned?
  6. Ahahaha. I went to bed, the KB effect still worked. I woke up, the KB effect no longer works. ahahahahahahaha -cries- I threw in a debug.notification check at the end of the script, not behind an 'if' statement, and fewer than one in ten casts actually returns the notification. The script itself is not firing with consistency for some reason. Is there any way to make a script increase priority? :\
  7. Okay, how can a spell literally just -stop working- in the middle of gameplay? I recoded this spell, it worked with this function for about 30 minutes, it ceased working in the same game. At no point between it functioning and it failing to work did I open up the Creation Kit. Reloading saves to a point where it was at one point working fails to do anything. Scriptname astral_innerfirekb extends activemagiceffect Spell property akSpell auto ; calls in the 30s buff. Spell property kbSpell auto ; calls in previous instance of KB Event OnEffectStart (actor akTarget, actor akCaster) akCaster.dispelspell(kbSpell) ;clears out previous cast of KB if (akCaster.getav("stamina") >= 50) akCaster.damageav("stamina", 50) ;checks to see if stamina is sufficient to trigger the nova akCaster.KnockAreaEffect(1, 360) ;aoestagger else debug.notification("You don't have the stamina to perform the Nova.") endif akCaster.dispelspell(akSpell) ;clears out previous cast of 30s buff to prevent buff stacking akSpell.cast(akCaster) ;recasts 30s buff endEvent The knockback is consistently working (...for now...) but the buff fails to trigger anymore.
  8. pcb Purge cell buffer This will free up used memory, often times increasing fps after any given amount of time in game. Best used while in interior cells. However, since it purges cached cells, any cells you visited in the recent past will have to be reloaded completely when reentered. Hit `, type in PCB, hit enter, hit `. Though not sure it'll solve your problem.
  9. Blank explosion wouldn't work. The original explosion was the only thing that would consistently work. Thankfully, Enai pointed me to an effective workaround.
  10. I'm new to the Elder Scrolls series, though I did my reading on the uesp wiki. I thought freedom was the big sell of the series, but I'm pretty much forced to help both of them, and the thieves' guild. I might have been okay with the thieves' guild if they were more anti-heroic, but they're just outright thugs. I decided to unleash my own brand of justice... But everyone is essential! So even if I use the console to kill them, no one reacts appropriately...
  11. I was expecting the worst at "Final Fantasy," but I like the Excalibur model rather much. :D good job.
  12. Did you purge your recently loaded locations? It's triggered by a console command, uesp has it on their list of console codes. Wanna say it's pcb? If you load a mod that changes an area you are in or recently visited, you need to exit the area and purge cached data before the changes will show.
  13. "Failed on soulgemconjure" just means that the compiling didn't work. That's not a specific error, it's the general "whoops" statement. The subsequent lines which tell you at the exact row and column where a failure happened, are what you need to pay attention to. A script that does what you want it to do looks more like (I don't have time this morning to open up the CK and deal with its slowness, so there may be an error here): Scriptname astralconjuresoulgem extends ActiveMagicEffect import game SoulGem Property PettyConjureFilled Auto Sound Property FailureSFX Auto Sound Property SuccessSFX Auto float property skillAdvancement = 5.0 auto EVENT OnEffectStart(Actor akTarget, Actor akCaster) objectReference caster = akCaster if caster.getItemCount(PettyConjureFilled) < 1 FailureSFX.play(caster) debug.notification("You may only have one Conjured Soul Gem at a time.") else caster.addItem(PettyConjureFilled, 1, FALSE) SuccessSFX.play(caster) debug.notification("Conjured an artificial Petty Soul Gem.") advanceSkill("conjuration",skillAdvancement) endif endEVENT Make certain to substitute in variables by rightclicking on the script's name in the Magic Effect window, and selecting 'Edit Properties' - that will allow you to replace these variable names with the item and sound effects you want to use.
  14. If a .pex is what I suspect it to be, the compiled version of the source code, converting back into the source code is notoriously difficult with that stuff. There's a decompiler located here: http://skyrim.nexusmods.com/downloads/file.php?id=2909 But you'll notice that while it is human-readable, it is not human-friendly, and will take some sorting to understand.
  15. I'd love to see it when it's done; I was disappointed that this wasn't a default option. Skyrim was my first positive experience with a Bethesda game after disliking Morrowind and Fallout 3, but I was surprised to find so few options in a series touted around them - restriction on choice of house was one of the big things that threw me.
  16. While I would back Apocalypse on actually being very interesting and very worth a download, my spell pack is built with this in mind; there are only five spells in Restoration, handcrafted, and I'll be giving the same treatment to Alteration next. Eventually, I'll move on to all of the schools. Revenge of Colette - New Restoration Spells!
  17. I thought that's what it was too, but I was pretty sure I got around that by reopening the spell and then saving it, making sure that the raw output for the line reads as the appropriate area. What I'm finding infuriating right now is that I can sort of get the spell to work - by unchecking autocalculate and putting in the values that I want into the Mass Paralyze effect. Copying the Mass Paralyze effect also seems to work perfectly. However, when I -alter- it to use a different explosion - which should have no effect when I create a new explosion with the same values but a different model and different sounds - the spell immediately ceases working, even if it worked in every regard. I'll be looking for that papyrus function you listed, I've been trying to find something like that.
  18. Yes. I know that for a fact. I compared to the file I uploaded to the Nexus and it has the changes I remember implementing. Making PBAoE spells in this thing is a pain in the arse. By default, the game does this weird thing where if you set a spell's radius as 'self' then it only affects you (which makes sense) - unless you give it an area, when it affects everyone but you. I'm going to blame that as the source of my woes.
  19. - Create a new spell that does a PBAoE stagger. - Spell works. I test it multiple times. I upload to Skyrim Nexus. - After four days of focusing on modding, I decide to enjoy myself and play the game. - Spell no longer works. I didn't touch it or edit it, it just stopped working. Coding is not supposed to work this way. When I leave something in C++ and pick it up the next day, it keeps doing what I told it to do before. ;_;
  20. So I have a little mod here: Revenge of Colette: New Restoration Spells My goal here is to try and shore up Restoration's holes as a primary specialist school up until around level 40+, which is around the time the game seems to start to go bonkers balance-wise without a lot of modding. I want to do this with a minimum of new spells (because Skyrim has extremely few hotkeys) that tactically and interestingly handle the school's shortcomings, without feeling like it invalidates the lore or gameplay role of another school. That means that problems cannot be addressed through high amounts of any of the following: - Passive, mobile defense. When Restoration has passive defenses, they are stationary; when it has mobile defenses, they are active. So, no powerful defensive self-buffs, like Alteration. - Powerful, chainable controls. Restoration's controls are very discriminating, unlike the very broad and easy to use controls of Alteration and Illusion. - Summoning. This is Conjuration's entire schtick. - Direct damage. This is Destruction's entire schtick. This means no slowing time, no teleporting, no copy-pasting a fire damage spell, putting a yellow graphic on it and calling it Bob. I'm willing to dip into Mysticism for ideas since the Wards would seem to fit in that best, but I already know spell reflect is off of the table; it's offensive enough to be of questionable fit, and complicated enough that I wouldn't want to start it without the help of someone with more experience in modding than me.
  21. So I'm trying to create some new spells via the Creation Kit, but the poor documentation of a lot of the functions drives me mad. If anyone with some experience could chime in, I'd appreciate it: - I tried to make a negative taper effect work for a buff, and it just did nothing at all until I removed tapering entirely. What did I miss here? Does tapering only work for damage? - Is there any way to attach a duration effect after the end of a concentration period? This doesn't work in the frame, so I'll need a script; what functions can I use to grab when the player stops concentrating on a spell? - What function do I use to get the type of attack used against the subject? I currently have two spells I'm working on. 1) Was supposed to be a concentration spell that increased one-handed weapon damage while concentrating by a moderate amount, along with minor healing. Releasing would have resulted in a short, 3 second upward spike of damage through tapering, allowing for one really powerful attack if very well-timed. I settled for making it an instant-cast fire and forget with a 6s duration that improves heal and stamina rate, but I'd prefer the original idea if possible. 2) Trying to create a master-level circle that gives 50% Magic Resist and 50% arrow failure against any friendly target in the circle. The Magic Resist I'm poking at, but it should be simple enough (I'd appreciate any insight there, though.) I have no clue how to proceed with arrows - I thought I'd just refer to the effect used for Deflect Arrows' perk and remove the blocking conditional requirement, but I have no idea how to call on that for a spell effect.
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