-
Posts
15 -
Joined
-
Last visited
Nexus Mods Profile
About Karnaj

Karnaj's Achievements
-
Awesome. This has helped me immensely Kieranfoy. I do have one more question though. How do I get the Visual Shader Effect from my current spell to use with the script you have laid out. I would like to have the visual effect change with the spell as the spell changes. Setting the pms to a specific shader would not allow this. If there is a way to have the pms set to the current spell loaded by the character I would appreciate a little help on knowing how. Edit : Also would PreloadMagicEffect work? Reference it to the poison? I just don't know how to get the EffectID of the spell that is loaded.
-
Ok, before I start let me just state that I did NOT write this script. This is Eldalars script from his Changed Atronach Birthsign Mod that I have modified to fit what I am trying to accomplish. I think this is working correctly. It is supposed to apply the current spell I have active to a poison via another script. This script should then apply that poison to my weapon if no other poison is active, and add the effects of the "magic poison" to any existing poison if there is one applied to the equipped weapon. Here is the script... ref poison ref Scriptref long poisoncount long counter short switch begin ScriptEffectUpdate set poison to player.GetEquippedWeaponPoison if(poison != aaCurrentPoison) if(poison) set poisoncount to GetMagicItemEffectCount poison set counter to 0 set switch to 0 label 1 set Scriptref to GetNthEffectItemScript poison counter if(Scriptref== aaInfusionCostEffect) set switch to 1 endif set counter to counter +1 if(counter < poisoncount) goto 1 endif if( switch == 0) CopyAllEffectItems aaCurrentPoison poison endif else player.SetEquippedWeaponPoison aaCurrentPoison endif endif end Like I said I think it is working fine as enemies say they resist the fire effect of my active fire spell. The problem I have is I would like to add the visual effect of any active spell to the "hit" on the enemy. Burst of flames, shock aura, etc etc. Is this possible and how can it be done? Also, if anyone sees a problem with the way I have altered the script please let me know, with possible fixes if possible. Thank you all.
-
I just can't get my head around scripting and how to write these mods so I have finally given up and come to the better experienced for help. I would like to take the poison effect of the "Changed Atronach birthsigns" mod and use it to allow the effect from the "Arrows of Channeling" mod without having to use any specified arrows. Basically the Arrows mod allows spells to be channeled through a special arrow created by the mod. If that effect could be made a poison, and then used in the poison script from the Atronach mod then spells could be channeled on any arrow and any other poison could be added to the weapon still. If there is anyone out there willing to merge these two mods for me in the way specified I would appreciate it greatly. Oh, where to put the ability. Well if it could just be added to the abilities list so that it could be added to a race that would be perfect. I hope someone takes the time to help me out as I have taken the last 2 weeks trying to wrap my head around how to modify and script on my own and have made very little head way. BTW, I have spoken to the creator of the Arrows of Channeling mod and he seemed fine with me using his mod in this endeavor. The Atronach mod is stated as being ok to use as long as credit is given. Basically both have given consent, and both are deserving of credit in any kind of final product.
-
Thank you both I appreciate the answers, and as stated I will just have to work on a work around for it. Ok let me ask this than. I am trying to have the script check for Equipped arrows only. I have tried.. ref ammo short ammotype set ammo to player.GetEquippedObject 17 ; and 12 btw set ammotype to GetProjectileType ammo if (ammotype == 0) etc. etc. also tried ref ammo set ammo to GetEquippedObject 17 ; and 12 again if (ammo.GetProjectileType == 0) etc. etc. Neither one of those two setups work as I thought. The first doesn't seem to return a positive at all. The second will return a positive if there are any arrows in my inventory or equipped. I would like to have it only read arrows that are actively equipped for use. What am I missing. I'm trying to learn scripting and think I have a decent grasp on it, just not decent enough apparently.
-
It's my understanding that the OnActivate command will only run on the equipping of an item, not the actual (my opinion of) activation. Basically it only works on the pick up of a bow not the drawing of the string or swing of a sword. Am I correct in this and is there a function for the "activation" of a weapon that I am unaware of that could help me do what I want? Basically I want to run a script every time a weapon is swung or a bowstring drawn, is there a function for that?
-
I was looking through the patch notes of Supreme Magicka and noticed that it has an effect that does exactly what I want to do, just in a different way. It says that when you cast Bound Bow the bow will create arrows for you to shoot from it at a slight magicka cost. I would like to do the same thing but as a racial ability. My only problem is that I can't seem to find the script (I assume it is a script) anywhere in my CS. Can anyone tell me where to find this script so that I can edit it to fit my needs in game? I've tried asking the author of that mod but his inbox is full and I am unsure he is even active. Any help would be appreciated if you would be kind enough to give it.
-
I'm back from my trip. Just wondering where you are at Blake. Drop me a note and let me know how things look.
-
Blakemay: I am leaving for a trip for the next week and will not be able to correspond for that time. I hope you continue the good work you have done so far and look forward to the progress I see when I return. As I have said before there is no rush. Please do not feel like I am rushing you at anytime. If this takes a good deal of time I am fine with that. I will look at this thread again on my return on Saturday, February 6. Again, keep up the good work and thank you for all you have already done. It is appreciated.
-
Ok I've been thinking about other abilities that may work with the race and classes that you are working on. An ability to create and elemental effect on the arrow for a cost in magicka would be cool. One fire, one ice, one electricity to give the elf/Ranger a alternative to explore with enemies weaknesses. Also for the elf/Mage and ability to silence an attacker that has used a magicka based attack would be nice. Of course a chance for that to happen would be needed as it shouldn't be a constant effect. Even a chance of reflect spell as an ability would be nice. Just a couple of ideas I came up with. Don't want to get too intricate as I don't know what can be done with the construction set and what limitations are imposed. If you need something else drop a line.
-
Well my original idea for the archer is good for the marksman based side of the race. As for adding to your idea for the mage based... how about an ability that can restore magicka at a cost of fatigue. Not too much of course as to avoid overpoweredness. As far as actually castable spells? I'm not too sure at the moment. Let me sleep on it and I will try to post ideas after work tomorrow. That should be around 4:30ish PST. My best ideas come over the course of the workday. I will post again tomorrow and tell you what I have come up with.
-
By all means continue. The work and ideas so far look wonderful. I like the idea of you fleshing out the whole race with a mage option and some classes. Feel free to run wild with any ideas you have that you think will benefit the project. I am also VERY intrigued with the mention of a quest addon. If that is something you are going to look into further and develop I am really excited about it and happy to give you a spark of inspiration.
-
Those all look great. Really happy with what you have shown. Looking forward to what else you can do.
-
Oh I'm a patient man. No need to rush. As far as the looks of the race itself I was actually thinking of a basic Wood Elf skin tone. Some effect in the eyes, like a glow or aura of some kind would be a nice touch. I'm not really looking for a visually different race, just a style. I will leave that ball in your court, feel free to get creative and have fun.
-
Addendum: If anyone does pick this up and is good with texture/meshing, making the arrows appear to be made of mist would be cool too. You know just lighten the edges and make them appear grey/white in color. Something along the lines of the Spirit Wolf in the Wolven Expansion mod. Just another idea I forgot to mention. If someone does pick this up PLEASE send me and pm or drop a line in this thread to let me know it's being worked on. I am VERY excited about this idea, I just can't understand modding and can't seem to find a tutorial/manual that puts modding in to plain English so I can understand.
-
Hello, I have been trying to figure out how to mod and script for days and just don't seem to have the knack for it, however I do have an idea for a race or class that I think would be unique and interesting. First a little history on the development of the idea. This first spark of inspiration came from the ability given to the Wood Elves in the Race Balancing Project. They were able to make arrows from bones in their inventory. Sounded like a great idea that fits what I think of for the rugged outdoor elves. Then I saw the SINAZs Aracana Fletcher mod and noticed that he was able to create a bow that would add and arrow for every use of a bow. Basically a bow that would generate its own ammunition. This brings me to my idea. I would like to create a race of elves that has the ability to create it's own ammunition for ANY bow it uses out of their Magicka reserve. Upon drawing the string of a bow the elf is summons the power of his own soul and creates an arrow out of pure energy. The Breakdown. Able to create an arrow for each draw of a bow so that there is no inventory taken (if possible, if not only one arrow in inventory at a time. Although invisible inventory slots would be better for immersion, again if possible.) Creation of the arrow will have a Magicka AND Fatigue cost as it will drain the maker both physically and spiritually. I would like the arrows to level in power as the character levels (example: Iron Arrows equivalent to start, at lvl ?? Steel, lvl ?? Silver, etc etc.) I would also like for the arrows to persist in the world as normal arrows do. Nothing more satisfying as an archer than to see your enemies become pin cushions. If you are able to not make them collectable from corpses that would be good too. Options. I know I said either a race or a class. I left that open because if this is possible at all I don't know which would be easier to develop for. I would prefer the new race of elves. Names, stat allocation, and other bonuses/penalties are left up to whoever is willing to pick this idea up and run with it. I appreciate you all reading this and hope that this is a possible mod and I see it come to fruition.