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So I'm trying to make some changes to shrines. I want to make it where if you use a shrine it adds a spell and if you interact with a different shrine it removes the previous spell and adds one from that shrine. I thought have a script that checks if the player has the spell for that shrine and if player doesn't add it but if it does remove it... the problem with that is if the player interacts with the same shrine again it removes the spell from that shrine. This is easy with magiceffects but I don't know how to do it with spells. I also thought have the script linked to that specific activator but that causes incompatibilities with mods that add new shrines to places. I'm not sure if there's a way to make it apply to every activator using that base rather than just an object reference.
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[LE] Cloak spell that only works on undead
Ryyz replied to Ryyz's topic in Skyrim's Creation Kit and Modders
That was it. Thanks. -
I'm trying to create a cloak spell that only damages undead. I had the idea to use conditions to check for the undead keyword like other spells that effect undead but that just prevents the spell working because the player isn't an undead. Kind of stumped. Any help would be appreciated.
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[LE] Problem with global variables
Ryyz replied to Ryyz's topic in Skyrim's Creation Kit and Modders
That's brilliant. It worked. Thanks a ton. I never would have considered that. I did have one more question question. Is it possible to display a global value with messages? Right now its displayed with debug.notification cause I don't know how to do it with messages. -
[LE] Problem with global variables
Ryyz replied to Ryyz's topic in Skyrim's Creation Kit and Modders
I don't want any magic effects cancelled though... I just want to prevent them from continuing to apply until the global variable goes below 100. -
[LE] Problem with global variables
Ryyz replied to Ryyz's topic in Skyrim's Creation Kit and Modders
It does the same thing. That script would check if its greater than or equal to 100.. as a result if its equal to 100 it cancels and the way I have it set up makes it impossible to go above 100. I want the effects to remain but not gain any more until the global variable goes down which it does every 60 seconds. -
[LE] Problem with global variables
Ryyz replied to Ryyz's topic in Skyrim's Creation Kit and Modders
Thats the condition I have set. remember the toxicity script you helped me with last year? I just got back to working on that mod. Basically what I want to happen is once the global variable reaches 100, when you drink a potion no effects apply. But the problem is that when the toxicity reaches 100, it doesn't allow more effects but it also cancels the currently applied effects. I don't want that. All the effects have the same condition. Edit: I messed up the image several times. Fixed now though. -
Is become king of skyrim the highking mod? if so I had massive problems from that. Its old and afaik hasn't been updated since like 2013. Try disabling that. LOOT is a must have. Its pretty much required. No one will be able to tell you what order your load order should be in. LOOT does that for you. Also does it happen on a brand new save? Did you uninstall any script mods on that save? if so that is likely the problem. Its a mistake to uninstall script mods unless there's an uninstallation method on the mod page. The way the engine works is that it saves the scripts on your save. When you remove the mod, the script is still there and the game tries to look for it but since it doesn't exist it overloads the engine and you get a crash. When you uninstall a script mod you have to start a new game or you'll likely get a lot of crashes. Its a general rule with bethesda games, don't uninstall mods midplaythrough. Armor and weapon mods are generally ok but not quest mods or any other type of script mod.
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Generally speaking, how does one backport an armor mod?
Ryyz replied to WakahisaSensei's topic in Skyrim's Skyrim LE
You can't. The nif files are completely different. The only way you could do it is if you have the source files from the mod author. esps are also different. If you've seen a few its likely from the author or someone the author gave the files to. -
So I have a script that increases a global variable every time the player drinks a potion. I want the potions effects to stop applying once it gets to 100. I added the condition on the potion effects but once it reaches 100 the effects just stop. I tried everything I can think of. Can't get it to work.
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[LE] Problems with custom follower
Ryyz replied to Ryyz's topic in Skyrim's Creation Kit and Modders
I am seriously about to give up. I have no idea why this doesn't work. I've done everything every guide I've seen says to do but it still doesn't work. This is such bs. I tried copying the weight of the preset into CK that didn't work. I even manually changed the texture paths of the exported nif in nifskope and that didn't work. I'm still stumped. -
I am completely and utterly stumped. Here's what's going on. I'm creating two followers with presets from racemenu. I export the head in the sculpt tab. I use CK to create the follower. Everything is just wonderful. I used ctrl + f4 on the actors. Here's where the problems start. With the textures from racemenu I get the dark face bug on one of my followers. The other followers face is fine but the rest of her skin is too dark. The skintone is set correctly in CK but it doesn't work in game. Everything about her is perfect except her body textures. The other follower is completely broken. Dark face, hair color is wrong. I just can't fix this. If I use the textures exported from CK it works great. But they both have overlays set in racemenu that won't show up without using the textures exported from racemenu. I've been struggling with this for eight hours. I'm just stumped. I'm not settling on the exported CK textures cause they look like crap without the overlays. Edit: Can anyone explain this: so I get one follower working perfectly and I dont change her while I work on the other. I fix the other then the follower that was working no longer works. Keep in mind I made no changes to her and she randomly breaks. Edit 2: There's something else that baffles me. The two followers use the exact same body but one of them has a neckgap while the other doesn't. I rebuilt one because of skin tone issues but it was an edited duplicate of the one that has no gap. They both have dark faces but only one has a neckgap. In fact they share the same bodytype inside CK. So there's no reason for one to have a neck gap and one not to. I have absolutely no idea what's going on. Completely baffled.
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[LE] Help with creating a toxicity script
Ryyz replied to Ryyz's topic in Skyrim's Creation Kit and Modders
Sorry I'm late getting back, been busy the last couple of days. It works beautifully. Thank you so much. Also, that quest script had a mistake in it. Its Utility.GetCurrentRealTime not Game.GetCurrentRealTime. When I first compiled it shot up a bunch of errors. Looked up the function on the CK wiki and fixed it. But again, thanks. -
[LE] Help with creating a toxicity script
Ryyz replied to Ryyz's topic in Skyrim's Creation Kit and Modders
Yeah. The OnInit thing slipped my mind. I wrote that code at 4AM. I make mistakes at that time. I haven't actually tested anything since 5AM. As for that code you put, I completely forgot about while. Also, the quest was a dummy quest. Just there to run the script. Tried a bunch of different things. Probably should have clarified that. My mistake. As for the "FYI" I knew that. I know ints can't have decimals. That's what floats are for. As you can tell I'm still learning papyrus. I learn better by doing. I'm also good at analyzing code and figuring out what does what. But thanks a lot for helping me out. I really appreciate it. PS: All my properties are manually added. I do nothing with the script in CK til after its done and ready to be assigned. I use Notepad++ with the papyrus plugin. Compiles, catches errors, and its easier for me to code in. I'll work on it tomorrow and get back to you. -
[LE] Help with creating a toxicity script
Ryyz replied to Ryyz's topic in Skyrim's Creation Kit and Modders
That might work in the short term. But will fail when waiting/sleeping for periods longer than the designated duration. The update event would only run once after the sleep/wait menus close. Thus storing the current time when the update is registered and comparing that to the new current time when the update fires and doing a bit of math to determine if multiple stages of toxicity need to be removed would be a necessary step. That's the reason I used Utility.Wait Idk how else to do it without that happening. So I made a little oninit script. I attached it to a blank quest and had the quest run on startup, the script runs but it doesn't actually work. Basically the debug message box I made telling me its running shows up, but when I drink the potion the debug box telling me that its working doesn't appear and the toxicity doesn't go down. ScriptName WA_ToxicityRemovalScript Extends Quest GlobalVariable Property ToxicityLevel Auto Event OnInit () Debug.MessageBox("Script running.") ;Checks if toxicity level is greater than zero. If it is, remove 25 toxicity every 60 seconds. If (ToxicityLevel.GetValue() > 0) Debug.MessageBox("Script working.") Utility.Wait(60) ToxicityLevel.Mod(-25) Debug.Notification("Toxicity level is now "+ToxicityLevel) EndIf ;Checks if toxicity level is 0. If it is do nothing. If (ToxicityLevel.GetValue() == 0) EndIf ;Checks if toxicity level is less than 0. If it is set the value to 0 If (ToxicityLevel.GetValue() < 0) ToxicityLevel.SetValue(0) EndIf EndEvent I also tried attaching it to a quest alias but the script didn't load at all. I set the reference to player. I don't really understand how quest aliases work anyway. I put the last one as a precaution in case the value ever goes below 0. In case you were wondering, yes I put the correct global property in CK. Also I was already planning on separating them before frank said that. I realized it wouldn't function properly as a magic effect.