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StormWalker183

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Everything posted by StormWalker183

  1. The good news is that what you are talking about is relatively easy, CK- and scripting-wise. I actually started creating auras and such for a death knight character before I took a leave of absence from Skyrim, so doing this wouldn't be too difficult. The bad news is that while I'm willing to work on this mod, my winter break just ended and it's been a while since I touched Papyrus, so I can't exactly guarantee that it'll be ready anytime soon. Still, if you're willing to wait a bit and maybe provide some feedback, I'd be willing to work on a Paladin/Death Knight skill tree or line of spells. (The problem with skill trees is that they conflict with many overhaul mods, ie. SkyRe.)
  2. Easiest way to go about this should be to create a new shout in the Creation Kit with a cooldown timer of 0. I'm afraid I don't have access to the Creation Kit at the moment or I'd actually go and try it out, but if you're willing to make it yourself, that'll be the way. If I remember correctly, you have to create a magic effect (create one that doesn't do anything), attach it to a spell, then attach that to a shout. As long as the shout's cd timer is set to 0, you'll trigger the mobs' hostility without doing any damage and while avoiding the annoying cd.
  3. Anything to do with adding new animations is currently very difficult, even with new tools like Fore's New Idles. Creating a new kill animation sequence would be even trickier, so don't expect to see anything like that any time soon, regardless of how kickass awesome it would be.
  4. This thread really should be moved to Mod Requests - that's the whole point of that forum.
  5. As the title says, I'm getting a CTD when trying to enter Jorrvaskr with Maurice Jondrell in tow (for the Eldergleam quest). I can get in fine without him (with and without the Eldergleam quest), and there are no errors in my papyrus log pointing to a mod. Anyone know a fix for this bug, or if that there even is a fix?
  6. SkyRe will conflict with Stealth Skills Rebalanced as it overhauls most aspects of the game, including perk trees. You could simply place SSR lower in your load order, and theoretically it should overwrite SkyRe, but there are always risks when it comes to conflicting mods. (I personally recommend just switching over to SkyRe altogether, but I might be a bit biased.) As for Duel, you can disable the SkyRe combat module and the two will get along perfectly fine. The nice thing about SkyRe is that it makes for more realistic combat by increasing armor values and damage - heavy armor will protect much more against arrows while getting struck wearing no armor is a quick way of signing your death warrant. I play with SkyRe on legendary difficulty and find that I have to bring along companions (mod advertisement: Cerwiden and Vilja are great :P) in order to survive, as I turn into a glass cannon. You'll also want to take a close look at the SkyRe perk trees, because all of them have been overhauled, and Pickpocket and Lockpicking have been merged into a single tree. And returning to the topic of sneaking, SkyRe includes Sneak Tools, which adds extremely useful arrow variants such as rope (climbable) arrows, water arrows (to quench fires and bathe the area in darkness), and noisemaker arrows (to attract/distract the enemy).
  7. T3nd0s Skyrim Redone rewrites the role light and LOS plays in sneaking. I'd thoroughly recommend it. Another mod that tweaks those same factors is Path of Shadows (although it's a bit out-dated).
  8. Scriptname HealonNPCDeath extends activemagiceffect Actor Player = Game.GetPlayer() Event OnDeath(Actor akKiller) If(akKiller == Player) Player.ModActorValue("Health", 10) EndIf EndEvent (I'm relatively new to Papyrus, so if the OnDeath event is not the way to go, someone else please correct me.) Assuming, for the time being, I got it right, the above script is the most basic method, but won't scale with level. If you want to scale the health received with the character's level or health or any other aspect, I'll have to tell you to learn scripting yourself, because there are just too many different ways to set it up for me to write all of them.
  9. Hehe, I figured out that Titanis was causing my "problem" right after I posted this. Thanks all for the answers, though.
  10. The main problem with your script is that modav doesn't change the base value (and that the ; means your functions won't do anything). You only need one script; no need to point this one to another. Scriptname PassiveStamMag extends Quest import Game string Actor = Game.GetPlayer() float BaseStamina float BaseMagicka Event OnStoryIncreaseLevel (int aiNewLevel) BaseStamina = Actor.GetBaseActorValue("Stamina") BaseMagicka = Actor.GetBaseActorValue("Magicka") Player.SetActorValue ("Stamina", BaseStamina + 2) Player.SetActorValue ("Magicka", BaseStamina + 2) EndEvent() edit: Change ("Magicka", BaseStamina + 2) to ("Magicka", BaseMagicka + 2). Sorry, I originally posted from my phone and didn't notice the error.
  11. I'm currently in the process of adding one-handed crossbows with custom animations to the game, so I can tell you that adding custom animations is possible through FNIS (http://skyrim.nexusmods.com/mods/11811). However, any new animations have to be classified as idles and then implemented via scripting/behavior files. I'm not too clear on details as I've yet to begin actually creating and implementing the animations.
  12. Is there any way to stunt healing effects (as in healing spells and potions, not health regen) through the CK, or would that have to be scripted? I'd like to have this as a debuff-type effect, so that any healing effects applied (even those cast by NPC followers, etc) are decreased, not just those cast by the player.
  13. I probably manually installed Midas Magic before I knew what I was doing, and uninstalled the mod during the same noobling period. When I started playing Skyrim again, I noticed that the spell tomes and aurumn reactors from the mod were still present. So I scoured through my Skyrim and NMM files and deleted any leftover pieces with the name Midas Magic on them, but the items continued to persist. At that point I just up and reinstalled the entire game, but the damned things are still there. Can anyone help, because I'm about to tear out my proverbial hair.
  14. I've just run into the same problem. I'm pretty certain it's not being caused by Apocalypse, ACE, or SkyUI, but as I've never really played a magic-user before now, I wouldn't bet any money on it. EDIT: In ACE's thread, it's noted that the armor module causes this flickering; it's how the mod implements its "random chance for spell to fail", so deactivating just that module should fix the problem.
  15. The hilt doesn't need so many faces. When you subdivide the mesh the faces smooth out so that you can usually use hexagonal or even quadrilateral prisms (cylinders with 6 or 4 sides, respectively). Head to YouTube and search officerbeardontcare. He has an amazing set of tutorials for 3ds max and creating a sword for games from scratch. The 2 million poly model is for sculpting in mudbox or zbrush, not hard surface modeling in 3ds max. I think most computers would freeze if subdivided that many times in 3ds max xD.
  16. Also make sure to maintain all polygons as quads or triangles. It can get a bit messy when you subdivide if you don't do that from the start. The n-gons usually occur when you sharpen corners for subdivision, and, obviously, the more complicated your mesh is the more opportunities it has to slip in an n-gon unnoticed. As to the poly count, anything from 100 to 500 polys can be average, depending on your model's complexity. I've heard of some mods adding low poly models with as many as 1800 polys (can't remember where I saw that...). But that applies to the low poly mesh you load into the game. Most people seem to sculpt their high poly meshes at 2 million polys. Again, it all depends on your model's detail; a basic iron dagger, for example, would require fewer polys than the daedric version.
  17. Have you received any submissions yet? I have a weekend ahead with no access to 3ds or mudbox, so I'll be teaching myself scripting and writing some lore for you, but I wouldn't want to accidentally write something someone else has already sent in.
  18. I actually got his .psc files and plan on reverse engineering them. I figure I'll either learn that way or dent the wall with my head.
  19. I wasn't able to play Diablo 3, so I don't know specific weapons, but I'm currently working on a (Demon Hunter) hand crossbow mod. It requires custom animations and a whole bunch of scripting, so it'll be a while til I can release even a beta. However, if you send me some concept art, I could look into adding other Diablo-based weapons.
  20. Look up bow of epirus. There's already a mod out there with a bow that creates its own arrows; the arrows also have a "Fus-Ro-Dah"-like property.
  21. Somuchmonsters' tutorials are, in my opinion, the best out there for 3ds max. I'm assuming that you want to create custom weapons, not just mush already existing weapons together, in which case you'll need to look up tutorials for nifskope.
  22. I tried reading though those tutorials and learning abstractly. Guess I'd better go back and actually do them. Thanks for the quick reply. And good luck with your lichdom mod. Looks like a pretty complex piece.
  23. <p>I'm a bit lost on what functions/properties I'm able to call up. If I begin a script that extends ObjectReference, can I use Actor functions and events since the Actor script also extends ObjectReference? I'm basically trying to figure out how to damage an NPC using a weapon script (based off of defaultFireWeaponScript), and how to get the character to play an animation if property X returns as true. I'm also trying to get said weapon to play an animation when drawn (not equipped); how would one go about doing this?</p>
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