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pyrotx

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Everything posted by pyrotx

  1. Well the main problem isn't in summoning a healer, the bigger issue is that the AI cannot figure out how to heal anything besides themselves, at least without the spell grand healing, or a scripted actor. So you would have to create a script that told the AI to cast a spell like healing hands on the player, or if you want to make it more complicated, any nearby ally, when that ally is at or below a certain percentage of health. I'm not sure how difficult it would be, but the problem is that it might interrupt the follower's normal combat style, it wouldn't cause any big problems, but it might look sort of weird. But if anyone wants to try it, I would suggest attaching the script to the actor that commands them to un-equip one of their equipped weapons or spells, then cast a specific spell on a target within a certain radius that is in the same faction as them and is not an enemy target. The other problem may be that the script has to keep updating every couple of seconds, so make sure to set it so the script only keeps running and updating in combat.
  2. You could try using the marunes razor script which basically uses the actor.kill command if the player is sneaking and has is not detected, and put the script on an enchantment. ScriptName TestScript extends activateMagicEffect Event OnEffectHit(actor akTarget, actor akCaster) if (game.getPlayer().IsSneakng()) == true if (Game.GetPlayer.IsDetectedBy(akTarget)) == false akTarget.Kill() endIf endIf EndEvent
  3. Without seeing the script the best guess is that you forgot to define your properties or variables. You have to close the source code window, then click on the properties button, or right click on the script like you would to edit the source code, and click edit properties. Make sure you pick a specific image space modifier and anything else you are using. Also based on the HelloWorld title I assume this is one of your first scripts, if so, you should probably try watching tutorials on basic programming for languages like java or c++ on YouTube. Any knowledge of those programming languages help make the CK seem easier to work with.
  4. Your ideas sound like a mod that already exists, called "wrath of nature", and "wrath of nature extended". If you want to overhaul the werewolf system to basically be shape shifting, you should talk to the author of the mods above. Midas magic for skyrim also has some shape shift spells to learn from. As for balancing silver weaknesses wont do much because hardly anyone really has silver weapons in the game. So you could try adding a weakness to daedric or ebony weapons on top of silver to balance it, or maybe all heavy material weapons. Also the main drawback with werewolves is that the transformation is considered a greater power that can only be used once a day, being a lesser power instead would be worth the constant dialogue in the game where everyone keeps saying your like a wet dog..
  5. Well you could have a container that you place an item into, then click a stationary activator that searches the container for items that have keywords, these keyword you would have to add manually to the base (unenchanted) jewelry items. The keywords could be words like ruby, sapphire, and so on, and if the script finds these items in the specific container, it replaces them for the gem type that matches the items keyword.
  6. You could probably convert the whirlwind sprint into a spell as is, the way shouts work is actually by using preexisting spells. For a sphere like barrier, which is something I actually want to do, you could use the akCaster.PlaceAtMe(SphereObject) command, but I am still figuring out how to make that command work right.
  7. The closest thing I can think of is to make a falling shockwave using the animation events, so for example Event OnAnimationEvent(ObjectReference akSource, string asEventName) player.cast(shockwave) The moment the player touches the ground: JumpDown You might be able to manual activate an animation like attack, but that might require knowing how to sense input from buttons, and then override the active animation. I can't really imagine how to do that though.
  8. Sounds great, just be sure to include a lot open quest areas with heights for vantage points, interiors with the same but with rubble for stealth. One other thing you could do to make new bows that have unique gameplay is to make short-bows and longbows. This is actually very easy, all you have to do is increase each new bow's weapon speed individually and decrease the damage for short-bows, but do the opposite for longbows. You can even make the new bows exclusive guild crafting. Much better than just another model I think. The guild hall sounds nice, but you could also do a hall somewhere in the mountains, again I keep thinking of heights for archers, but the reach has some good scenery too. The only question I have are what exactly is the main story line, who do the rangers fight against, and how high level is it?
  9. I like the ideas except for delays to the quest line that are unavoidable, because basically that would be just like ESO and their mandatory level ups to unlock the main quests. Also making the delays skill based is not the best idea, but understandable. You could instead make the extra quests a replacement for the repeatable anomaly quest that would have you gather special items such as rare clues or ingredients that can allow you to get through puzzles or into hidden map areas. As for the permanent buffs, that is a great idea and adds incentive. The only other possibility might be adding new quests to the college that are unrelated to the main arc. You can try my mod Runescar for this, but keep in mind the mod is very unfinished. Even still it adds a couple changes to the college.
  10. I had a similar problem with quest dialogue, it turned out that I just needed to save my game, then reload it. Apparently making constant changes and loading your game to test repeatedly can do that, so before doing anything special, just try saving then reloading. As for the object, for now try just putting the object into the container manually without using aliases. This is what I do because I really don't understand them. If that doesn't work, make sure the quest item was copied properly when you duplicated or created it. Also I see one error in the dialogue script, in one of the images it says GetOwningQuest.SetObjectiveDisplayed(1-0) it needs to say 10, not 1-0 unless that was on purpose. Another little thing is you should put this line under set stage, it wont cause any problems, but it makes more sense to set the stage first, then display the stage objective. As for audio, don't worry if it gets deleted, it wont make the actual conversation or topic disappear.
  11. I'm not sure if the cause is the same, but I also had a similar problem with a world space, this one I had spent over a year off and on with. Luckily the creation kit makes up to 9 backup files every time you click save. So before you try changing things and clicking save again, move those back up saves to another place so you don't override or lose them, it is possible like in my case that everything will work with a different backup file. If not, try cleaning the mod with tes5Edit, there are YouTube tutorials on how to do it, and its pretty easy to use. Also if you have any custom objects or items in the game, try deleting them if nothing else works.
  12. Are master files in the right load order? Also I know I once had the same problem where I thought a did everything right, but when nothing would work it turned out that I did something wrong, or had a few typos. The best thing to do is start over and set everything back to their default settings, then type everything again and make sure it's all in the correct order, and that there are no potential typos.
  13. All you really have to do to make a place repairable is use the enable and disable functions in scripts. Here is how: Basically make a new line of dialogue for an NPC and in the scripts box type XMarker.Enable() then you have to click on properties and tell the game which xMarker you are talking about. What this does is makes a specific marker somewhere in the world enabled, the next step is to set up a bunch of disabled furniture. To do this, place the furniture in the house like you normally would, but make sure to double click on it and check the box that says "Initially Disabled". Then when your done setting your furniture, control click on all of the furniture you want so they are all selected at once, then press the - button on the keyboard, this brings up the group options menu. In this menu, click set enable parent, and choose your xmarker. Enable parent means that when you enable the xmarker, all the furniture you just linked to the it will also become visible at the same time, and vise versa. https://www.youtube.com/watch?v=UQvM520pyjo tutorial for the enable parents using xmarkers And there are plenty of youtube tutorials for quests that go over how to make scripts and put them in dialogue.
  14. Nevermind, I got it working for the most part.
  15. fOverShoulderPosY=-50.0000 This is the wrong one, this one says Y, try changing the one that has the Z.
  16. I am trying to figure out how to make a script that gets the position of an item in a form list as adds it to the players inventory. I want it to get the actual number of the index, or the item's position in the list, otherwise it wouldn't work for what i have in mind. Does anyone know how to do this? Any help would be appreciated.
  17. This sounds like a great idea except for the fact the player or anyone else on board probably wouldn't move with the ship unless you also translate them the dame distance my personal suggestion is to cover the specific boat with a trigger box and have the script move anything inside it as well. Also if you have an interior for the boat and you want companions to be able to follow you inside like in the oblivion ship mod, you would probably need to use a fast travel when activating the door, as there might not be any navmesh in the boat's new location.
  18. Changing the y or z ones should be how you change the vertical position, try -5 to fOverShoulderPosY=0.0000. If this doesn't work, the the z one. Also it depends on whether you want the camera change in combat an on horseback too, if so you have to change all three versions.
  19. Here are some tutorials: https://www.youtube.com/watch?v=kB2rqH7Ytko video http://hoddminir.blogspot.se/2012/02/generating-lods-in-creation-kit.html blog Also, apparently your world space has to be completely square in size and shape, or hoopla can and will occur. The best way to do this is to create a square region in the region editor, that way it loads those cells in the region, even if you don't use them. But I wouldn't recommend having someone else do the lod, it can be done I'm sure but allot could go wrong, and make sure to back up your mod before creating lod for it.
  20. I don't really know how to make an invisible item, you could try just editing the model the object uses and then leave it blank. But the problem is I don't know if you need to have a bow model in order for the game to use the bow animations or to equip arrows. If it doesn't matter just make a new bow in the object window or duplicate an existing one and make sure it doesn't have a model.
  21. If you want to leave clues instead of rumors, try hiding bloody items in town, maybe even in tavern rooms, puddles of blood can also leave trails. However don't tell the player which town or location they went to, that would defeat the purpose of trailing them. So let me explain one quest idea. The player finds a dead caravan driver, only with his or her clothes taken. And some subtle trails leading to the nearest town, but not too close to the town. Making the player use their intuition and trying to confuse them is what makes it a mystery. Next you can have the player ask around , but again don't be obvious, for example. "Have you heard anything about a missing caravan?" Response: " No I haven't, nothing I would know about anyways." But if you ask a merchant they may state that they are short on items, or even better, have it so when you try to buy something they refuse to sell because of low stock. The items missing should be a specific type, like potions or magic items, and the merchant type you talk to should match, an alchemist or a mage or something. Next you would look for those items around the outside of town. This would lead you to a spot where you find a vampire walking around and follow him. Next he would eventually disappear but leave a note about trying to ambush other merchants the next night. The player will then have to find which way the merchant group is coming from, by either asking merchants or just watching the roads. After that you can either save the merchants but be unable to trail that group of vampires back to their lair, but later discover one of the merchants you saved was a vampire and trail him instead. Or decide to wait for the vampires to finish fighting then trail them. Also the vampire hiding with the merchants should look human and then when trailing him, just use a duplicate npc with the same face but set to vampire. Also since there are two options, make sure that there are two vampire lairs, they don't have to be large or indoors, as they vampires will only appear during the right part of the quest. And finally whichever lair you go to first should lead you to the next, and the last lair should have the hardest boss. Maybe have the boss be a vampire lord, but you don't have to use the transformation, just set him or her to lord by default.
  22. I recently started trying to create a new type of spell that would automatically attack enemies within a radius, but without using the cloak spells. I want to reuse the candlelight effect archetype and then attach a script to it. The script is similar to the lightning storm shout effect, mainly because that is the script I am trying to copy. So far the script compiles, but in game it doesn't do anything. Here is the script so far. Also I have a condition in the spell effect that says it must be hostile to the caster, would that prevent it from working due to it being a remote cast? Can anyone help me with the script? Scriptname LightDestructionSpellScript extends ActiveMagicEffect ;========================================================= ; PROPERTIES ;=========== Spell Property SpellRef Auto Activator Property PlacedActivator Auto Sound Property SoundFX Auto Float Property PosX Auto Float Property PosY Auto Float Property PosZ Auto Float Property fHeight Auto Float Property fDelay Auto Float Property fRange Auto Float Property fRandomVar Auto Bool KeepUpdating = True ;========================================================= ; VARIABLES ;=========== ObjectReference CasterRef ObjectReference ActivatorRef Actor CasterActor Actor TargetActor Actor Player ;========================================================= ; EVENTS ;=========== Event OnEffectStart(Actor akTarget, Actor akCaster) TargetActor = akTarget CasterActor = akCaster CasterRef = CasterActor ActivatorRef = CasterRef.PlaceAtMe(PlacedActivator) RegisterForSingleUpdate(fDelay) ; or (fDelay + RandomFloat(0.0, fRandomVar) EndEvent ;========================================================= Event OnUpdate() PosX = CasterRef.GetPositionX() PosY = CasterRef.GetPositionY() PosZ = CasterRef.GetPositionZ() + fHeight ActivatorRef.SetPosition(PosX,PosY,PosZ) if TargetActor.GetDistance(CasterRef) <= fRange SpellRef.RemoteCast(ActivatorRef,CasterActor,TargetActor) SoundFX.play(TargetActor) endIf if KeepUpdating == true RegisterForSingleUpdate(fDelay) endIf EndEvent ;========================================================= Event OnEffectFinish(Actor akTarget, Actor akCaster) KeepUpdating = false if (ActivatorRef != none) ActivatorRef.disable() ActivatorRef.delete() endIf EndEvent
  23. Sounds good, but I would like to suggest adding the ability to block and attack in melee while staves are equipped. Maybe use the shout button to either toggle modes or just use the shout button to block at least, if you cant actually make them hybrids. Or maybe repurpose the sneak button or jump button while holding a staff. That way you could have two buttons, one for each hand. The two attack buttons might use the staff features, but the reused buttons would allow for melee and blocking. Also wouldn't be a good idea to make it so staves cast your equipped spell, so you could equip any spell and the same staff would cast different ones? This is what I think of when I think of overhaul, changing the effects are good, but not really worth using staves instead of spells for. Also you could still use heartstones for crafting if you add them to skyrim's vendor's leveled lists.
  24. I noticed a problem with the way the blacksmithing crafting station is programmed. First from a modder's perspective it is difficult to create large numbers of recipes, and from a user's, it means few mods will likely allow for the full potential of blacksmithing. So I had the idea for blacksmithing to use a container that judges items by their keywords, like being able to melt down a metal tankard because it has the keyword material type metal, and also judged the total weight of the items in the container. First Option: The container would work with more of an enchanting menu, that lets you choose the item like an iron ingot, then you move to the tab in the menu and put various items with the keywords into the container, once the the required weight has been achieved, an iron ingot weighs 1 pound you can click the create button. My first question is, is it possible to override the style of menu used for the smithing workbenches? Second Option:, Would it instead be possible to have the workbenches just check specific containers by default, instead of the player? That way you can put items in the container before accessing the smithing menu. Also, if the above are possible, would it be reasonable to ask that the script calculate how many items to make at once based on the total weight of the items in the container? Or maybe instead just add batch recipes to avoid heavy programming?
  25. Well like I said before, if you want them to be able to hide, and have a "track them down" mechanic, have them travel between towns and maybe stay at various inns. Along the way you can either leave preset dead bodies and clues, or add other npcs that travel to the same places as the vampires. The only problem is that you have to make sure that the vampires don't randomly attack essential, or non respawning npcs. You can do this by making a new vampire faction and maing sure only the new victim npcs are an enemy of it. Also if anyone wants to do a vampire mod, please make sure they actually transform, and maybe have increased movement speed.
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