Jump to content

pauderek

Members
  • Posts

    46
  • Joined

  • Last visited

Everything posted by pauderek

  1. I've looked at the Creation Kit page and it should be like this: String FilePath = PlayersDroppedHelmet.GetModelPath(False) if FilePath == "Armor\Draugr\DraugrHelmetMale_GO.nif" ; Ancient Draugr PlayersDroppedHelmet.MoveToNode(TriggerMarker, "AncientDraugrPivot01") endif The problem is that using \ interrupts "" and that's why you receive the error. You can try using / instead ("Armor/Draugr/DraugrHelmetMale_GO.nif"), maybe that will work. Sorry, I've never used that function before
  2. Npcs only heal if they have the essential or the protected flag, that includes followers too. When you choose the option in UFO to remove their essential status you are removing their ability to heal too, it's hardcoded in the game.
  3. I think the problem is the last part of the code, (Game.GetForm(0x00056A9E) as Armor) is not necessary if you are looking for the model path of the dropped helmet. It should be: elseif PlayersDroppedHelmet.GetModelPath(Armor\Draugr\DraugrHelmetMale_GO.nif) ; Ancient Draugr PlayersDroppedHelmet.MoveToNode(TriggerMarker, "AncientDraugrPivot01")
  4. Add this line to your Skyrim.ini [GamePlay] bEssentialTakeNoDamage=0 BE WARNED: with this tweak every npc can die, if an essential npc dies it will probably break some quest, this is specially true for delphin or esbern.
  5. There is no vanilla function to check which helmet or armor someone has equipped, you need SKSE for that. The function you are looking for is http://www.creationkit.com/GetWornForm_-_Actor, the example shown in the page will tell you which armor the player has equipped. To detect the helmet I think that this line will work: Armor Helmet = Game.GetPlayer().GetWornForm(0x00000002) as Armor It checks which object you have equipped in the hair slot, I think that all helmets use that slot so it should work, if not you can try try 0x00000001 (head slot) but not all helmets use it.
  6. Blood on weapons is not hardcoded, it's determined by the weapon model itself (.nif) Every weapon model has 2 invisible layers that show the textures, and the textures are: BloodEdge01Add.dds and BloodEdge01.dds You can't edit those with the CK, in order to change them you need to edit every single weapon model, and that's something you don't want to do. So it's better to just override those 2 textures with yours and they will show up ingame.
  7. W.A.T.E.R adds lilypads and new types of vegetation, and the water is darker. Pure Waters is simpler and doesn't add any extra content, it focuses on water only, and the water is clearer. I used W.A.T.E.R but then switched to Pure Waters because I prefer simple things and because I like the clearer transparent water
  8. Skyrim causes indeed log errors. If you play without doing much things you will get some errors, but if you play doing missions and travelling etc etc you'll get lots of errors. As for Dawnguard, it causes a lot of log errors. That without mods, if you use mods your chances of getting errors willl increase
  9. Warzones is a heavy mod, it requires a good computer. You are using it with HD textures mods and scripting mods, those are heavy mods too and require an even better computer. So your problem with CTDs and missing textures is probably because your computer can't handle all those heavy mods.
  10. It may sound silly but have you verified that the properties are set correctly? It's easy to forget that you have added a new property on the script that has to be edited on the magic effect to point to the correct spell. Also, wouldn't it be easier to add the Fear and Fury magic effects directly on the enchantment using the condition GetRandomPercent? This way no script is needed. So the enchantment's effects tab would look like this: If GetRandomPercent <= 50 use Fury If GetRandomPercent > 50 use Fear I haven't tried this so I don't know if it will work, but you may want to try it instead of the script to see if it works. Edit: Oh, I'm late ^_^U
  11. I agree that making mods is frustrating sometimes due to users not reading the description or even the latest comments. They just post a comment asking something that's been asked 2 comments below and it's very frustrating to answer the same questions over and over again, and if you told them to read the description they can get angry with you. We are all humans (maybe some orcs or dark elves too), we all have good and bad days, and if you have a bad day and some users are being rude to you you can explode. Something like that happened with Alexandrox and WIS IV, right? And of course thinks happen in real life that can make a modder to leave the modding scene.
  12. The OnDeath() event can be used in magic effect, it will detect the actor that has that magic effect. For what you are trying to do I think it's the best way. If the magic effect is dispelled on death I recommend you to use the OnDying() event instead.
  13. for the message you can use Debug.Notification("write your message here") So using the script that gasti posted and Ghaunadaur modified it will look like this: ObjectReference property TeleDest auto auto state BeginSate Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if akNewContainer == Game.GetPlayer() Game.GetPlayer().MoveTo(TeleDest) Debug.Notification("write your message here") endif GotoState("Done") endEvent endState state Done ; Do nothing endState That will show a notification on the screen like the bounty ones when you hit a civilian
  14. Yep, you can't give perks to npcs via scripting nor via ability. You can only give perks to the player. There are lots of things in the CK that will make our modding experience easier if they worked, and this is one of them. You'll have to find another way to implement what you are trying to do or add the perk directly to npcs, which will cause a lot of conflicts with other mods.
  15. It should be something like this: ImageSpaceModifier Property FXReadScrollsBlindImod Auto Race property NordRace auto ;; If you want to apply the effect to another race change this property Race TargetRace Event OnEffectStart(Actor akTarget, Actor akCaster) TargetRace = akTarget.GetRace() if TargetRace == NordRace ;; Again if you want the effect on a different race change it FXReadScrollsBlindImod.Apply() endif EndEvent You have to set the properties on the Magic effect that points to the Imod and the Race. I don't know of any function to detect 1st person on a script, but you can use the IsPC1stPerson conditional on the target conditions inside the magic effect.
  16. You can use this conditions on the magic effect or the spell: For the random %: GetRandomPercent <= 50 For the health: GetActorValuePercent (Health) <= 50 or GetHealthPercentage <= 50 I always use the first one, don't know if GetHealthPercentage will do the job. Edit: CWAbRegenSpell has the condition GetActorValue (Health) <= 25, you can copy it and change it to GetActorValuePercent, it's the next one in the droplist. The same for GetRandomPercent, just duplicate the GetActorValuePercent condition and change it to GetRandomPercent
  17. That bug is caused by mods that add new animations and are not updated to work with Skyrim 1.6 patch. From your mod list it can easily be that you have an outdated version of AP.
  18. Are you using Skyrim 1.6 patch? 1.6 patch broke all the killmoves mods, if the author of the mod has not upgraded his mod to be compatible with 1.6 then you will have no killmoves. Try installing another killmove mod that is compatible with 1.6 (read the description of the mod)
  19. I got this problem after updating to 1.6. I fixed it by deleting Skyrimprefs.ini and letting skyrim create a new one, don't forget to backup your Skyrimprefs.ini first before deleting it. I hope that helps you!
  20. if Player.GetAnimationVariableInt("iRightHandType") for attacks with right hand if Player.GetAnimationVariableInt("iLeftHandType") for attacks with left hand If you want them to only trigger if the player is using weapons you'll have to add extra conditionals like the GetEquippedItemType conditional
  21. killmoves are specified in Gameplay > Animations > Actors/Character/Behaviours/0_Master.hkx > ActionRightAttack (and ActionRightPowerAttack for power atttacks) > KillmoveFrontSideRoot (and KillmoveBackSideRoot) > KillmoveShortRoot. Yes, you have to navigate trhought a lot of branches but it's easier than it sounds. In KillmoveShortRoot you have the different animations for the different weapons, they are specified by the conditional GetEquippedItemType: http://www.creationkit.com/GetEquippedItemType_-_Actor Unfortunately what you are trying to do is quite complicated, you want to add specific killmoves for a specific weapon (not weapon type). To do so you have to create new killmoves that use the conditional GetEquipped and select your weapon to make those killmoves only happen if you have that weapon equipped, but the vanilla killmoves that use the GetEquippedItemType == 6 (Two-handed axe/mace) conditional will also be used on that weapon. To prevent that from happening you'll have to modify all the killmoves for Two-handed axes/maces and add a conditional to check if you don't have your spear equipped. As you can see it's a lot of work, and modifying the vanilla killmoves will cause conflicts with other killmoves mods. Good luck with that!
  22. How many times I've been asked to make a blood mod using shaders, as I do to create the effects for BFSEffects mod. And I always give the same answer: Using a permanent shader on a living npc will make that shader to be overriden everytime that npc gets hit by a spell or anything that has a hit shader, causing the blood shader to disappear and appear, and that's a bit ugly. You'll surely notice this when testing your mod against mages. That's why I've never accepted this request. But of course if you don't mind about that you are very welcome to do the mod :) Edit: By the way, what method are you using to add this script to npcs?
  23. LOL that's Adult Show XXX mod: http://skyrim.nexusmods.com/mods/8714 Uninstall it and you are good to go
  24. Any enb or injector will give you a fps drop, if you want better visuals without any fps hit you can try Realistic Lightning with customization: http://skyrim.nexusmods.com/mods/7654 It won't give you the visuals that the most demanding enb's can offer, but it is an excellent mod with no fps hit.
  25. It has something to do with the updating of the site. On one of my mods, 6 of the older deleted versions where uploaded again and I've had to delete them again
×
×
  • Create New...