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FireFlickerFlak

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Everything posted by FireFlickerFlak

  1. I'm working on a mod that does something sorted similar (spell that absorbs soul gems when you cast at them). Not sure how to add activation to objects that are not activators, seen it done though. Sorry not to be much help
  2. Was given the answer from another thread, updating here in case someone else has the same question: Answer: https://www.creationkit.com/index.php?title=Text_Replacement
  3. Quick question: Anyone know if it is possible to create dynamic book text that references and includes a string from a global variable? Any examples of mods doing this or in-game books doing this? billye116: Sorry, I don't use NMM so can't be much help, I didn't know it worked for SSE. Personally I would try deactivate all my mods, reinstall SSE, then work on the mod without activating any other mods just to be sure you have the process down and none of your mods are failing to fully deactivate for some reason.
  4. Ah, nice solutions FrankFamily and DMan1629, thanks for sharing!
  5. Curious about your work around, mind sharing high level summary? I'd love to be able to use a pseudo onDisenchant event :smile:
  6. Cool mod, I like how different effects are triggered by different moves. I personally never find much incentive to use different types of power attacks since my weapon skills never get high enough for the perks for those moves, but I might find a use for the moves if I had an enchanted weapon like this. Regarding papyrus, check this out: https://www.creationkit.com/index.php?title=Category:Papyrus Scroll to the bottom of the page for specific references for skse and vanilla papyrus functions
  7. A mod that lets you dig in specific areas would be pretty awesome, sounds tough to pull off as a first mod though. There might be a quest somewhere that digs up a shallow grave, might be a place to start looking.
  8. You are making sense to me and I think a lot of people would agree with you regarding the incentive to grind in the vanilla crafting system (at least I have seen a few attempted fixes for that issue, so those mod authors at least would agree). Not sure if you can reference learned enchantments with papyrus, you're idea might be possible if there was a way to make the player forget learned enchantments immediately after learning them. You'd also have the challenge of figuring out a way to control the quality of specific enchantments rather than using broad modifiers to all enchantments... might be easiest if you had tiered version of each enchantment and somehow replaced which version the player knows? Last time I tried doing scripts for enchanting I had a lot of trouble finding useful events, I think best I found was seeing if the player was interacting with furniture that is an enchanting table... probably changed since then though since that was a few years back. Personally, I was trying to make a system that automatically made all armor enchantments at their max level but with chance of failure and chance of added negative effects based on your enchant level, but I couldn't figure it out. :(
  9. I'm hoping there is a way to write text so that every play through there will be different details, for example: Book text: "To help fight the froggy aftertaste, add some {RANDOM FLOWER} to the cauldron." So in one play through all copies of that book would always specify the same flower, but in subsequent play throughs it might be a different flower.
  10. https://www.nexusmods.com/skyrim/mods/60137 I worked on a really buggy alpha mod that does a little of what you are talking about back before I knew anything about coding. gives you a spell that is its own magic system (very messy one), makes objects float up and disappear or transform, "crafts" spells by transforming itself, performs "rituals" by casting at the dead, transforms objects in containers or turns containers into explosives, transforms plants, animates weapons into floating allies, and basically does anything I could think of doing with papyrus... but doesn't do any of them particularly well. Your project sounds very interesting. I'm hoping to pick this old concept up again but in a much simpler version, would be cool to make it work well with what you end up putting together. "If the Mod was designed in the right way, the spells/rituals could be modular and extendable via other Mods." <-- I like the sound of extendable :-). For me, it would be nice if my own magic effects could call your scripts when casting at the ritual set-ups
  11. I'm playing Dust with a character that doesn't fight much, mostly steals food and runs away to save ammo and medical supplies. Since the majority of my character's effort is put into making it to the next day, I feel like my character should grow from achieving that goal. Also, since my character doesn't kill things much and quests do not reward xp in Dust, there isn't much to get experience from other than discovering new locations. Ideally, it would be a perk or trait that provides experience once per day at 6am based off the player's Sanity level (capped at maybe 400 experience per day). To keep with the Dust theme of adding downsides to its perks, the perk/trait could come with a downside of Sanity loss every time the player kills a human. Thanks for reading!
  12. Thanks for the advice Boombro, found them. In case others read this, I searched for "landscape" in the description in the Category of "modders resources" and found these: http://www.nexusmods.com/skyrim/mods/32684/? http://www.nexusmods.com/skyrim/mods/29330/? http://www.nexusmods.com/skyrim/mods/29696/?
  13. I would also be interested in this mod, mostly so that I could replace the tunnelers in Dust with Dust's other spawns. The creatures to NPCs mod looks pretty close. Edit: Just found out that replacing the tunnelers is kinda breaks the Dust story, so not looking for that anymore!
  14. By empty Skyrim map, I mean a blank slate world map that has only an exterior and mostly everything removed so that only plants, rocks and other generic environmental objects remain. I am not really expecting someone to put this together for me. I am mostly looking for advice on the most efficient way to go about doing this and if it will save much time in comparison to creating an entirely new landmass. If there are any blank slate landmass mods or tutorials out there on creating new landmasses that you guys know of, directions to those would be great as well.
  15. Going to bump this once and then let it go away and retry when the mod is more polished...
  16. So I made a spell and it works for me, but I would really appreciate it if some other people could take a look at it since it is a bit complex and I want to make sure it is designed solidly before building on it more. The spell is meant to be the centerpiece of a quest mod that involves learning a new type of magic focused around rituals. Initially, the spell will do nothing and your character needs to 'learn' (or re-learn depending on your perspective) how to use the spell. In this version you can get by this stage by casting the spell at a book that the mod adds to your inventory. You can also read the book for a quick intro on how to use the spell. The spell can target anything that your cross-hair can identify. The results may seem random at first, but repeating the same experiment should always yield the same result. One of the results includes modifying how the spell will behave while in combat. At this stage the combat mode of the spell has huge potential variability in terms of visuals, but the possible effects are limited to combinations of ten non-scripted effects at customizable magnitudes and durations. Some parts of the spell that are finished enough to begin testing include: Results when targeting containers with 2 or more items Results when targeting dead actorsResults when targeting ruined or burned books (modifies combat mode of the spell for testing purposes, books from different locations have different possible effects on the spell)Results when targeting most items you can pick upResults when targeting most plantsResults when targeting actors (should slowly start to kill them and absorb their soul to increase the strength of your spell. This is hostile if they catch you, but the spell is silent and they cannot feel it.)There are many effects that have not been completed enough to begin testing. A few of these are active and will usually yield visual effects and that is all. These include: Backfire results for failed experimentsResults when targeting shrines/altarsResults when targeting doorsResults when targeting the sun (you should actually avoid this one, it will severely reduce the variability of your results until you refresh the spell or use the spell a lot in dark areas) Results when targeting some mushrooms (although the visuals are actually cool)Results when targeting locks (it will simply unlock the lock) This is my first upload so I apologize if I made any big mistakes! Please back up your saves before testing the spell. You can get the mod here: http://www.nexusmods.com/skyrim/mods/60137/?
  17. Wow, that is super helpful information, thanks! So I guess I will need to revise a bit, and I'll probably just make it so each book get destroyed after translation instead of using the formlist to keep it simple for now, very glad I found this out before writing the code for this part, saved me a ton of time. Especially the part about formlists reorganizing themselves because of none entries, glad I didn't have to figure that one out by trial and error!
  18. This is hopefully the last thing I need to do before uploading this for testing, so I am excited as it will be the first thing I have uploaded (even though it is just an alpha tester). But anyway, here is a simplified version of what I am doing to arbitrarily but consistently translate any given ruined book. I have one formlist that stores all previously translated books. This formlist is initially empty and every time a new book is targeted, that book is stored in the formlist. The index of any given book in the formlist is used to determine the translation of the book. Since no two books will have the same index, they can all be treated as unique and every time the same book is translated, it will have the same result. When I say "translate" I am basically putting this index value into a formula that returns a result, but that is not important here since I am pretty sure that part is safe. My concern is that I currently never clean up this formlist and it just keeps getting larger with both forms of persistent and possibly non-persistent references . Theoretically, the player could choose to translate hundreds of books and the list would continue to allow each of them to always translate correctly, but the list would also possibly contain forms of many books that may not be persistent references. Will having the forms of non-persistent references stored in a formlist cause issues? I could create a script that removes these references, but since there would never be an issue with my code that I can see, I don't want to waste resources fixing problems with no symptoms. I would never actually use a function that returns these forms or uses the forms in game, but I would run find searches on the formlist... and that is all I do with the formlist right now, just find searches. Any thoughts? Will saving these books in a formlist potentially cause bloat, errors, etc?
  19. I want to make an effect that teleports the player to seemingly random locations but always the same location when used the same way. I want it to function similar to the way the mod steps did for oblivion. I was so excited about that mod but never got around to playing it... well that's another topic... anyway... So I am thinking I should place xmarkers around skyrim where I want the player to be transported to, and in my quest script in the OnInit() event I should somehow check to make sure all the xmarkers are safe. Does this sound right? If so, in the part of the code where I check a particular xmarker, any ideas for what I could do to check to see if that general area has been modified?
  20. Most of the scripts are for spells, but each magic effect instance is uniquely generated by the game so the scripts should be fine I think in that case. Either way, isn't it fine for multiple scripts to call the same function at the same time as long as they are not manipulating the same objects at the same time? Or are quest functions not able to be used by more than one source at a time? Edit; Oh, didnt see that link, thanks!
  21. I recently saw a thread where someone said that the problem with someones script was that it had "nested" function which meant it was not threadsafe. My understanding is that basically different threads are different processing streams and that it is best to keep each thread focused on its own area of the code. I am not sure how this applies to papyrus though. My main concern is that I have a lot of function that I am storing in quest scripts and I am not sure when it is not safe to store function in a quest script and when it is safe. Should I not be storing any functions other than global functions in quest script?
  22. If I use the script setNthEffectMagnitude() or setNthEffectDuration() to change a spell, I understand that you need to update them when the game reloads for the edit to stay, but what about if the modified effect is present on a reference and then you save and reload? Does anyone have experience with these functions and whether or not they cause instability?
  23. I have a spell that completely kills itself and its script when dialogue is started while it is being cast. I am not sure why this is causing the script to error, but I imagine it would help if I could cancel parts of it while the player is in dialogue. How do I check for dialogue?
  24. Oh, neat, I'll do that! I thought about moving them down but I didnt want them to end up floating in the middle of some random basement, didn't think about moving them to the max lowest point.
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