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Everything posted by Stealth022
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[LE] converting sse mod to le
Stealth022 replied to Deleted94957928User's topic in Skyrim's Mod Ideas
m79hdi, but that mod have only "Skyrim.esm" master file as a plugin dependence, and the only script it has do not includes any function which might belong to the special edition game version. However, at the main page of that mod, there is a Requirements spoiler hiding this: Spell Perk Item Distributor (SPID) - and that one has a two dependencies: Address Library for SKSE Plugins powerofthree's Tweaks - which also hints that you'd need to use: SKSE (non sse version) Check whenever you have each of them installed, and you launch the game using skse_loader.exe . And also notice that that mod's archive file has a folder "Distribution Files" with a folders with "%" inside and a file "BretonsHaveElvenEars_DISTR" in each of that folder to choose - check that you have that file installed to somewhere in your game's directory either. -
No, you do not need Python. If you'd like to edit scripts, you need Skyrim Script Compiler Pro Final. But in your case, you do not need to script anything for your goal. The thing you'd need is a BSA Unpacker. I do not know why you called Auriel's shield as "Auriel's rune shield" - I found the only Auriel shield with it's NameID "DLC1ArmorAurielsShield". Though, I have a russian version of Skyrim, so maybe it actually calls Auriel's rune shield... bump. So, DLC1ArmorAurielsShield . It has an Enchantment "DLC1EnchArmorReflectingShield" with one magic effect "DLC1AbFXReflectingShield" . Though it is a scripted magic effect, you need only add it to the list of the magic effects of your custom enchantment. That's the first notice. The second notice is that the shield armor item itself, DLC1ArmorAurielsShield, it has a script "DLC1AurielsShieldScript" attached at it. You need to open Dawnguard.bsa archive and extract a file scripts\dlc1aurielsshieldScript.pex from it and place the extracted file to the Data\scripts\ directory of your Skyrim game folder installed. After that, you can attach that script to your custom shield armor item. But doing only this is not enough - see the DLC1ArmorAurielsShield shield armor item again at it's DLC1AurielsShieldScript attached script properties. There should be a two variables there in properties. Remember/write it somewhere, you'd need to set the same parameters for the variables of same names for your custom shield armor item. The scripts themselves - DLC1ArmorAurielsShield.psc and DLC1_ReflectShieldSCRIPT.psc - are located in the Data\scripts\Dawnguard\ directory of your Skyrim game folder installed. At least they should be there...
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[LE] Please help with mid matched clothes
Stealth022 replied to LilHagrid's topic in Skyrim's Mod Ideas
Here is a fix. -
No, I made it so you'll be creating the new potions with a 10minutes Fortify Enchanting effect, normally on alchemy table as usual.
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[LE] Please help with mid matched clothes
Stealth022 replied to LilHagrid's topic in Skyrim's Mod Ideas
I could try to fix that for you. I need to know the NameIDs or at least the names of the armor items to edit. Provide the links to the uploaded mod. If there will be lot of dependencies for the mod/mods to work, I'm not in. -
[LE] Please help with mid matched clothes
Stealth022 replied to LilHagrid's topic in Skyrim's Mod Ideas
LilHagrid, are that garter and a skirt the different armor items?.. Case if yes then I suppose the only thing that you have to solve is a 'flag' of a 'Biped Object' of these your armor items. If I do not mistake, I suppose it might be "38 - Calves". The idea is that a garter and a skirt should be a standalone armor items; wearing a skirt should replace the biped object hiding it in your desired place while that skirt armor item should not 'ridiculously' hide other armor items (like a stockings or even a cuirass), so you have to investigate that by the method of tries and mistakes. The only editor for that purpose is just a Creation Kit. Find your armor item objects in Items->Armor, see their properties and make an "experiments" with their biped objects settings. -
How about that then?) - Skyrim, Dawnguard, Dragonborn vanilla ingredients which has Fortify Enchanting effect now has it 10 minutes duration. So your newly customly created Fortify Enchanting effect potions will have 10 minutes durations effect. No SKSE required, only Skyrim, DG, DB. If you have some other mods which adds some new ingredient which has Fortify Enchanting effect - just find that ingredient in that mod and edit it's properties by changing the duration of that effect to 10 minutes.
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You have an eternity)) BUT until you'll leave a crafting table. In case of a recipe for some potion crafting (not in the alchemy table, rather on some cooking pot), you will have only the certain potions conditions which are existing in the game, so it is not possible to use any customly created potion in the recipe. Same problem would be with the "Alchemist" guy - it is not possible to use a customly created potions/items as a certain conditions. So this is not 'simple' ;) . In case of editing the Fortify Enchanting parameters in the alchemy process... I do not know the place/thing which is responsible for the duration of that effect. There could be a spell created which is applied to a customly created potion dropped into the world. It could change the duration to the desired one of the Fortify Enchanting effect. BUT any other Fortify Enchanting potions which were created at the same moment with the transferred one (which has the same FormID) will be changed either. Besides, if there will be a 10min Fortify Enchanting potion, then there will be a cheating possibility that you can enchant more than 1 item within those 10 minutes. So I coded a fair one realisation)
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Well, actually each Fortify Enchanting potion effect (even a customly created ones) has 60 seconds duration. The script works this way - you drunk the Fortify Enchanting potion and have 60 seconds. If in the moment of last second passed you are in the crafting menu, then you'll get a continuous "prolongation" for your Fortify Enchanting effect UNTIL you leave a crafting menu. You will not get a "prolongation" if in the moment of last second passed you are not in the crafting menu. So, you can drink a potion, and within it's 60 seconds duration you can go to the chest, get your item forgotten, return to Arcane Enchanter and activate it - if you was in time and those 60 seconds still did not pass, then you'll got a "prolongation" in the nearest time. And while you are in the crafting menu with that "prolongation" effect, you may think about all the things in the world) but only until you leave the crafting menu. If you left, the "prolongation" effect is over.
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BlackTigerrr, you are welcome) No I do not consider it is something serious... Moreover, I have a 'serious' mod, and to the current moment, it has 800 views and only 30 downloads :S ... I thought that the 'stressful' part is in the Arcane Enchanter enchanting process, when you are choosing the effects, maybe magnitudes... Just make a save each time before the enchanting process, and if you'll obtain that you forgot something - just reload the game, no stress)
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BlackTigerrr, here is a mod for you. Instead of the potions combining, I made it another way. This mod will add a constant scripted magic effect on the player which will be awaiting whenever a Fortify Enchanting potion is drunk and will be doing some stuff. You, as usual, are drinking any Fortify Enchanting potion right before the Arcane Enchanter activation. If the enchanting process took some long time on you - you'll notice that an ability spell named "Enchant, do not hurry" be added to the player. That ability spell is a spell with a Fortify Enchanting magic effect of the as same magnitude as that drunk potion has. And this ability spell will be active until you leave the Arcane Enchanted crafting menu (actually the script is working if, for example, you'll drink a Fortify Enchanting potion for the unknown reason before the forging and will be 'smithing' for too long...), so since you leaved that crafting menu, that ability spell disappears. This mod requires SKSE (because I used a function "SetNthEffectMagnitude").
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spofJustice, in my case I downloaded and installed Skyrim Script Compiler Pro Final and I am using it together with Creation Kit. For your goal, you just need to create: - a new Magic->Enchantment ; - a new Items->Armor (shield) ; - possibly a new Items->Constructible Object if you'd like to make a recipe for getting it, for example, on a Sky Forge, by maybe a combining Auriels's and Ethernal shields . In Magic->Enchantment , find one of your target shield's enchantment, duplicate it, rename. Edit it's magic effects - add the needed one, edit their magnitudes if necessary. Be careful if some of their magic effect is a scripted one... In Items->Armor , find Auriel's shield, duplicate it, rename. Edit it with changing it's enchantment to the newly added one, and maybe with a stats/characteristics you'd like to have in it. In Items->Constructilbe Object , duplicate any forge/Sky_forge recipe, rename, and edit the items to "melt" and the item to get. Or just use a in-game console command to get that shield. Begin at least from that. If you'll have some troubles at some stage - describe your problem here.
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I do not familiar with either the bow of that type or burial mods, but I imagine it could be a forge recipe to create that bow/ammunition/arrows (with some requirements maybe). The bow itself could be a(n unenchantable) weapon with a hidden enchanting of a (FX persisted) scripted magic effect. The effect's script is checking whenever the target is dead. Case if yes - apply a sound, some shader effect on it for some seconds, and after these seconds passed - disable and DeleteWhenAble that target. ----------------------------------------- Done. I did not attach the sound which should be played while the disintegration effect is played. If you know which sound should be played, just hint) I could imagine a sound from HoMMIV Disintegration spell... but that's not suits there)
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DOVAHKI1N, hey, you are seeing the details of the mod you want very well. So how about to try to make it by yourself? Start from duplicating a Transmutation spell and it's magic effect and it's renamed re-saved script. And make some tries in the scripting. If you'll stuck somewhere - describe the stuck situation and I'll try to hint :wink: Because... if you'd ask me - how often in your game you will be using that spell? - 10times?.. 100times?.. On each dead body you'll meet?.. To see the fire and disable/delete the body?.. I'm sure that you'll enjoy the result more highly if you make that mod by yourself)
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sundog005, well, I'm not sure if I was a 'trigger' for a Civil War... ...but if that's a quest, then it is solvable by setting a stage to that quest simply using the correct 'setstage ...' console command. You will not see an appropriate dialogs but you can advance in the quest, even set it is completed, even maybe set it is incompleted and try to re-done it.
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Ormorm, provide a link to the Frost mod you are talking about to download it; also take a screenshot of the horse to swap you are talking about and where did you see that horse on the map.
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truestiven, it could be a magic effect of the constant spell applied to the enemy. The problem to solve is how it could be applied to that enemy... The script in that non FX-persisted magic effect could be looking like this: Bool LastHitWasPlayersMagic Event OnCellDetach() Dispel() EndEvent Event OnHit( Aggressor, Source, Projectile, NoMatterPowerAttack, NoMatterSneakAttack, NoMatterBashAttack, NoMatterHitBlocked) if ( Aggressor == Game.GetPlayer() ) if ( Source.GetType() == 22 ) || ( Projectile != none ) if ( !LastHitWasPlayersMagic ) LastHitWasPlayersMagic = TRUE endif endif else if ( LastHitWasPlayersMagic ) LastHitWasPlayersMagic = FALSE endif endif EndEvent Event OnDeath( MustBePlayer ) if LastHitWasPlayersMagic do stuff like check the soul capacity of the dead target, check the empty soulgem which can include that capacity; if those checks are alright then +1 to player's souls captured statistics, play EffectShader similar to the moment you see when the soul is captured, play those blue VisualEffects of casting and absorbtion similar to the same moment, play that soul captured sound, show the player a notification similar to the same moment. endif EndEventI foresee there could be a mistake when before the target died, it was attacked for example by some mighty burning spell casted by not-player character. Player was attacking by spell but actually the target died because it burned from that mighty burning spell, but the script says that LastHitWasPlayersMagic so that script triggers it's OnDeath events. Another problem to solve) So. How that spell should be applied on the enemy? Maybe a script / hidden scripted magic effect attached to a player since it has that Soul Stealer perk. Event OnEffectStart( ThatsPlayer, WhateverCaster ) RegisterForCrosshairRef(0.5) EndEvent Event OnCrosshairRefChange( PlayerIsLookingTo ) if player's "weapon" (which is a spell at least in either of it's hand) drawn PlayerIsLookingTo.AddSpell( ( Game.GetFormFromFile( IDofThatSpell, "YourModName.esp" ) as Spell ) ) endif EndEvent Event OnDeath( FadantKiller ) UnRegisterForCrosshairRef EndEvent- and so any living Actor/Creature object will be getting that spell since you just looking at them with any of your spell drawn. That effect will dissapear from them since they alive and you just left that location. I don't know how to deliver that spell to the enemy certainly with a player's any magic hit/projectile.
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trinho, if you are looking rather for a shield than for a mod creation, then I'm telling you a legend they say that there is a shield exists across the Wheels of Lull... It can knock the enemy back like a Fus-Ro-Dah... But be aware! There are lot of mysteries are awaiting at these locations. Mazes! Loops! Bugs?.. You better be flying if you want to survive... That shield is located almost at the very end of that mod.
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...well... that function AddAllInventoryItemsToArray works with akRef as Actor. It could accept for to be compiled a container's ObjectReference casted to Actor, but it outputs none. The working one for a container is GetContainerForms() from ObjectReference script. Both functions noted are outputting an array of Forms of the items. That array of Forms are like an array of BaseObjects, so doing anything to the item from the array will touch any item of the same FormID. And I needed an ObjectReference types of the items, so I could make things (like GetEnchantment, a custom one) to the specific one. If to compare to the Oblivion stuff, looks like it is no longer possible to get an ObjectReference types of the specific items inside an Actor/Container. However, in game we are seeing the items with a custom enchantment normally, so they do not stacks with the items of same FormID (a "base" items, non-enchanted).
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I need an advice in those who were experiencing цшер arrays and in setting the function which outputs an array to an array variable. Can someone write here a working example of using this function to get an array of items stored inside a container? This function is from Papyrus Extender : ;Function is untested in cases where the inventory count exceeds normal papyrus array limit of 128. Form[] function AddAllInventoryItemsToArray(ObjectReference akRef, bool noEquipped = true, bool noFavourited = false, bool noQuestItem = false) global nativeand any my tries ends up with some error like global function ... cannot be called on an object or no viable alternative at input '=' or else... This is my piece of script code applied to container, a code I can not get to be compiled :/ Scriptname aaaTestChestSCRIPT extends PO3_SKSEFunctions Event OnActivate (ObjectReference akActionRef) ObjectReference[] ChestItems = AddAllInventoryItemsToArray(self, true, false, false) EndEvent
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I would like this mod "comes true" :tongue: I can't even experience in doing it by myself :/ I'm a bit familiar with TES scripting. I was making some little mods here and there... but never dared to declare any as a plugin... This one is for Morrowind, fun attack to Maar Gan :tongue: (on russian language only though). This and this ones are for Oblivion. For Skyrim I mostly made a translations for the mods of others and some forge recipes (creating vanilla objects of some... rarely used... 3D models), and always I did it just for myself to be not conflicting with their creators. In those "mods of others" I was editing there were not SKSE scripts to compile and I never thought there will be a problem with SKSE scripting in Skyrim... ...I tried to start making the mod I imagined and obtained for myself that there are SKSE belonged functions are absent among the papyrus'es known. The functions like SetEnchantment GetNumItems - compiling the code with them gives "is not a function or does not exists" error. I installed SKSE so can launch SKSE dependent plugins - that should mean that I installed it right, and so it's .pex/.psc files. Also I installed Papyrus Extender and PapyrusUtil, but these functions still do not appears. I installed Skyrim Script Compiler Pro, that program has these functions among it's "Functions List" tab, but I can't compile the codes with these function in that program either. I even emailed to SKSE team, but the answer was with that logic that unpacking SKSE to Skyrim directory (which I done from the beginning) is enough to those functions becomes available. So I decided to create this mod request topic. Maybe someone will code it. The idea of this mod is a "Subjoined Enchanting Advancement" spell (a spell's title can be different of course :p). That spell will be added to the player after he/she will read any of the notes which contains Atronach Forge recipe (any AtrFrg*Recipe* note) in this way: OnActivate - if player do not have this spell - give that spell to the player and show a messagebox with something like: "There is an other note included in this one. It appears it have some sort of spell... And now you have it learned." One of the requirements for that spell to work is a sigil stone placed into the appropriate place near the Atronach Forge... well... you know where to :D What this spell is for? It is improving the certain enchanting effects in the item's enchantment, the enchantment which was created manually. The manual enchantment's effects can be improved with an items which has an enchantment with a similar effect. AND only the items which already have in the .esp/.esm plugins (base objects) are suit to be used in the manual enchanting advancement. The improving costs gold in value equal to the sacrificing item/items as defined for them in their properties in creation kit. The sacrificing items and the item with the manual enchantment must be placed into the Atronach Forge Box. It is also possible to add a new enchantment effect to the manually enchanted item. To do that, 3 suitable items of similar enchantment effect should be placed to the Atronach Forge Box together with the manually enchanted item which has no such enchantment effect yet. The numbers of enchantment effects is 7. It, and the enchanted this way item, are dependent on the game difficult: Novice - 1 enchantment effect, so this spell do nothing at this difficulty; Apprentice - 2effects; Adept - 3effects+limiting-effect; Expert - 4effects+limiting-effect; Master - 5effects+limiting-effect; Legendary - 6effects+limiting-effect. The limiting-effect is a scripted enchantment effect which adds automatically since there is >=3 enchantment effects in the item of the manual enchanting. The purpose of this scripted effect is to unwear the item AND make it unavailable to wear if it's number of the enchantment effects are not equal to the game difficult set, conditions described just above. The gotten "Extra Effect" enchanting skill's perk will change the difficult conditions making +1 number of enchantment effect added to the each difficulty condition like Apprentice - 3effects, Adept - 4effects+limiting-effect and so on. The enchantment effects advancement is limited. The limit for the enchantment effect is the formula like this effect could be gotten using the original way of enchanting applying a soulgem of grand soul - that depends on the enchanting skill level + bonuses for that skill + some perks. BUT if the sacrificing item's enchantment effect is more powerful than the similar effect in the item of manually enchantment, then that enchantment effect of the item of manually enchantment will not be advanced but replaced by the similar effect of the sacrificing item. Examples. My character has 100 enchanting skill level (no any potion/etc. bonuses added), x5 Enchanter perks, Insightful Enchanter perk. With a grand soul I can make an enchantment effect "Fortify Carry Weight" of 37 magnitude. I have a leather boots I manually enchanted so it have a "Fortify Carry Weight" enchantment effect of 15 magnitude and a "Fortify Stamina" of 20 magnitude. Also I have a Thieves Guild Armor - a base object with a "Fortify Carry Weight" enchantment effect of 20 magnitude. I am placing these boots with manual enchantment and Thieves Guild Armor into the Atronach Forge Box. I am casting "Subjoined Enchanting Advancement" spell to the Atronach Forge Box. Thieves Guild Armor is removed from the Atronach Forge Box; a certain leather boots manual enchantment's "Fortify Carry Weight" effect is advanced and became of 15+20=35(less than 37) magnitude. The price for that advancement is equal to the Thieves Guild Armor value which is 665, so I lost 665pcs of gold (if I had not that quantity of gold with me then spell will note about that and do nothing). My character has 100 enchanting skill level (no any potion/etc. bonuses added), x5 Enchanter perks, Insightful Enchanter perk. With a grand soul I can make an enchantment effect "Fortify Carry Weight" of 37 magnitude. I have a leather boots I manually enchanted so it have a "Fortify Carry Weight" enchantment effect of 30 magnitude and a "Fortify Stamina" of 20 magnitude. Also I have a Thieves Guild Armor - a base object with a "Fortify Carry Weight" enchantment effect of 20 magnitude. I am placing these boots with manual enchantment and Thieves Guild Armor into the Atronach Forge Box. I am casting "Subjoined Enchanting Advancement" spell to the Atronach Forge Box. Thieves Guild Armor is removed from the Atronach Forge Box; a certain leather boots manual enchantment's "Fortify Carry Weight" effect is advanced and became of 30+20=...37(more than my limit of 37, so the result will be 37) magnitude. The price for that advancement is equal to the Thieves Guild Armor value which is 665, so I lost 665pcs of gold. My character has 30 enchanting skill level (no any potion/etc. bonuses added). With a grand soul I can make an enchantment effect "Fortify Carry Weight" of 5 magnitude (that's not correct, just let's suppose that it is 5). I have a leather boots I manually enchanted so it have a "Fortify Carry Weight" enchantment effect of that 5 magnitude. Also I have a Thieves Guild Armor - a base object with a "Fortify Carry Weight" enchantment effect of 20 magnitude. I am placing these boots with manual enchantment and Thieves Guild Armor into the Atronach Forge Box. I am casting "Subjoined Enchanting Advancement" spell to the Atronach Forge Box. Thieves Guild Armor is removed from the Atronach Forge Box; a leather boots manual enchantment's "Fortify Carry Weight" effect is replaced by the similar effect of the sacrificed Thieves Guild Armor which is of 20 magnitude. The price for that replacement is equal to the Thieves Guild Armor value which is 665, so I lost 665pcs of gold. My character has 100 enchanting skill level (no any potion/etc. bonuses added), x5 Enchanter perks, Insightful Enchanter perk. With a grand soul I can make an enchantment effect "Fortify Carry Weight" of 37 magnitude. BUT additionally I used a potion of +30 bonus to enchanting skill level, so with a grand soul I can make an enchantment effect "Fortify Carry Weight" of 46 magnitude. I have a leather boots I manually enchanted so it have a "Fortify Carry Weight" enchantment effect of 30 magnitude and a "Fortify Stamina" of 20 magnitude. Also I have a Thieves Guild Armor - a base object with a "Fortify Carry Weight" enchantment effect of 20 magnitude. I am placing these boots with manual enchantment and Thieves Guild Armor into the Atronach Forge Box. I am casting "Subjoined Enchanting Advancement" spell to the Atronach Forge Box. Thieves Guild Armor is removed from the Atronach Forge Box; a certain leather boots manual enchantment's "Fortify Carry Weight" effect is advanced and became of 30+20=...46(more than my bonus buffed limit of 46, so the result will be 46) magnitude. The price for that advancement is equal to the Thieves Guild Armor value which is 665, so I lost 665pcs of gold. My character has a Daedric Armor with some 2 effects enchantment. I would like to add a new "Fortify Health" enchantment effect. I am placing that Daedric Armor with manual enchantment, a Leather Armor (value 225) with "Fortify Health" effect of 10 magnitude, a ring (value 115) with "Fortify Health" effect of 10 magnitude and a one more ring (value 320) with "Fortify Health" effect of 20 magnitude - to the Atronach Forge Box. I am casting "Subjoined Enchanting Advancement" spell to the Atronach Forge Box. The Leather Armor and the rings were removed from the Atronach Forge Box; a Daedric Armor now have 3 effects enchantment and a 4th enchantment effect - a scripted difficulty-based limiting effect; the new "Fortify Health" enchantment effect of the Daedric Armor is of {10+10+20}/3=13 magnitude. The price for that effect addition is equal to the values of the Leather Armor + 2rings which is 225+115+320=660, so I lost 660pcs of gold. I can not wear that 3 effects enchantment Daedric Armor if game's difficulty is harder than Adept OR harder than Apprentice in case if I have an "Extra Effect" perk. My character has a Daedric Armor (value 66666) with some 7 effects enchantment. I would like to transfer this enchantment to the not-enchanted Dragonbone Armor. I am placing these items to the Atronach Forge Box. I am casting "Subjoined Enchanting Advancement" spell to the Atronach Forge Box. The Daedric Armor is removed from the Atronach Forge Box; The Dragonbone Armor now have that Daedric Armor's enchantment transfered. The price for that transferring is equal to the Daedric Armor value which is 66666, so I lost 66666pcs of gold (well, that value was not defined in creation kit, that was set after all those enchantment effects applied, becoming more and more expensive with each one improved). The manually enchanted items are not suitable for to be sacrificed as an improvement for the other manually enchanted item. BUT the manually enchanted item IS suitable for the transferring the enchantment from it to the not-enchanted item. The Atronach Forge Box have to contain only the exact quantity of items - 2 or 4 . 1 (and ONLY 1 of them) of them is always a manually enchanted item. uff... very complicated spell...