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ZeroCore

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  1. Does anyone know how to make a script that continuously runs when a spell is cast? Long story short, I want to make a spell that utilizes a script, but I want the spell to be of the "concentration" type (in other words, it keeps going as long as you keep your mouse button clicked, like sparks or flames). I want the spell to continuously use a script and keep the script running as long as the spell is being cast. Does anyone know how to do this, or at least make a script that continuously runs as long as a spell effect is active?
  2. I think you can adjust the actor value JumpMult with a spell? Thanks for the info. Do you know how I would go about scripting this, or where I could look that information up?
  3. Does anyone know if there is a way to make the player jump a lot higher? I'm aware that the gravity in skyrim can be adjusted in the CK, but I'm not sure if altering that will allow for one to jump higher than they already can (and I'm not well-versed at using the CK or the gravity alteration comands regardless). All topics that I've started when trying to ask this have been ignored and burried. I would appreciate some help on this.
  4. I'm wondering if there's a way to push the player in a given direction, kind of like the water currents, only not using any water pools, streams, rivers, ect. Besides having a trap slam into them, I can't really think of a method. I ask this because, once again, I was thinking of potentially trying to make a mod that lets the user fly. I was thinking about the Morrowind method of levitation spells (having a platform beneath the player that constantly changes position and angle based upon where the player is looking and pointing to) but then I started thinking of potential methods of having the player pushed in a given direction. The whirlwind sprint shout came to mind, but then I found out that the shout itself is actually a scripted animation with a set distance to it (which is rather unfortunate, as the wind/tunnel vision effect of that shout would have been perfect for this. I could try to translate the player's position based around angle, like I did in an old Fallout 3 script (which admittedly I had a lot of help on) but the issue with this is that it would let the player pass through everything, including the landscape. I'm at a bit of a loss here, and admittedly I'm still not that proficient with the Papyrus scripting that Skyrim uses (it's hard to find good tutorials and I find the ones on the creation kit website lacking for my purposes). If anyone could please give some help to me on this, I'd really appreciate it.
  5. Long story short; I'm trying to make a shield that casts a spell when you raise it to defend yourself. I'm kind of stuck on how to do this. I tried looking at Spell Breaker in order to try to figure out how it casts a ward spell, but I ran into problems when trying to create the same effect with a projectile spell (in short, I got confused, must have messed something up, and now I'm stuck). If anyone could tell me how to do this, I'd appreciate it. Modding Skyrim is much, much harder than modding Oblivion or Fallout 3/New Vegas.
  6. That's irrelevant; gameplay style, in this case, doesn't matter. Whether the gameplay would interact well, or be entertaining, at this point doesn't matter at all. All I'm trying to figure out is if it's possible to load the Oblivion master files and the Nehrim master files at the same time. If there are code inconsistencies, I could always write a patch (that would take a long time, but not be impossible provided that both sets of master files can be loaded at the same time). At this point, this concept is less for the sake of making an entertaining, playable mod and more for the sake of seeing if it's possible to load these master files at the same time.
  7. As the title says, I'm wondering if it's possible at all to start Oblivion from the Nehrim Launcher, or the other way around (start Nehrim from the Oblivion launcher). I tried before, but it kept saying that the main files weren't loaded and thus it aborted the load with an error message (yes, the main files WERE activated--as in, they had a check mark next to their names in the file load screen--but still it told me that the files had not been loaded). I'm wondering if it's possible to load both Nehrim's files and Oblivion's master files at the same time. Also, I had an odd idea for a sort of mod that more or less depends on being able to load Oblivion's master files and Nehrim's master files at the same time; a sort of interdimensional travel mod which would allow your Nehrim character to visit Tamriel, or the inverse; your Oblivion character to visit Nehrim. I have no idea if that's possible at this point. If anyone could provide help, I'd appreciate it.
  8. Maybe so. I think to do what you would want, you'd need to create a script to attach to the arrow. It would have to track where the arrow is, check when it lands, and then teleport the player to the reference. I'm not entirely sure how to do that, but somebody else might know how. I actually might be able to reverse-engineer some script for that; Auriel's Bow, in Dawnguard, has a sunlight explosion effect whenever its arrows hit ANYTHING, regardless of what it is. I could use a similar thing to make an effect-less explosion, get the coordinates of said explosion, and then call that script in order to have the caster (in this case, the player that fired the arrow) move to said location.
  9. Much appreciated. ^_^ I'm wondering something; can the havok gravity value be set to a negative to enable "upward falling", or would I have to use my original idea of a teleport spell that moves the player a certain distance upward? Test it out yourself. :thumbsup: I imagine it could, but if it doesn't then you'll want to teleport the player upwards. If you want to give them more of a gliding look, then you might want to try this script. That script seems like it'd work best for some sort of grappling hook moreso than anythign else. It'd be interesting to try; fire an arrow with a magic effect and then suddently teleport to where it lands.
  10. Much appreciated. ^_^ I'm wondering something; can the havok gravity value be set to a negative to enable "upward falling", or would I have to use my original idea of a teleport spell that moves the player a certain distance upward?
  11. I have a question that I can't seem to find the answer to by poking around the CK wiki or the forum; is it possible to use a script to slow a character's fall to the point where they appear to be gliding, or at least falling very slowly? I had an idea for what is essentially a hang glider mod, or the magic equivalent of it, where the player falls very slowly, and then either uses a specialized teleport spell, or natural wind currents over mountains and such (as in actual real-world gliding) to glide around Skyrim. I know in Oblivion there was a scripting function that let you reset the player's fall damage, which also nullified their velocity, and if repeated, allowed for a gliding/parachute effect. I was wondering if there's some similar function that can be called in skyrim in order to achieve the same effect.
  12. Sithis, as currently known, is the consciousness of the void and the inverse of Anu, the original life force that birthed the Aedra, Daedra, and consequently Mundus. Now, everyone associates Sithis with death and destruction, and of course the infamous Dark Brotherhood (which, if you made certain choices in Skyrim, no longer exists). Well, I don't exactly like things dying either (and just ignore it in video games since it's not actually a real thing) but looking at this another way, could Sithis actually not mind things living at all, but rather could he/it be in pain from it and the lore about him/it be completely wrong to the extent of what the inhabitants of Mundus know? Well, I was thinking it over for a bit, and here's at least an idea as to what I thought up: Perhaps Sithis and Anu were quite alike in certain ways and perhaps both of them did not dislike life at all, but once the Atherius was formed, they both had to go into a sort of "sleep" or some other similar state to maintain it and keep it going (think something like Azatoth from H.P. Lovecraft's Cthulhu Mythos; the only reason why "reality" exists in those stories is because Azatoth is asleep and dreaming it into existence). Well, if Mundus is a dream and Sithis being stuck as one of the dreamers, perhaps eventually he'd like to wake up and go about whatever outer-dimensional business he/it may have. But can't. At first it might not have been so bad, but over time being forced into a coma, and knowing it, might grate a bit on his/its metaphorical nerves (this is of course assuming that Sithis CAN feel at all, but given the fact that other gods and deities in the Elder Scrolls series are quite capable of feeling emotion and having perspectives on the world, and that the Night Mother claims to regularly communicate with Sithis at least gives the idea that Sithis has a mind of sorts and potential emotions). So as a result Sithis tried to destroy the "dream" of Mundus in order to wake up, but so far has failed at every turn, and then had his image sullied and was denounced as a villain perhaps by the dreaming Anu or the things that Anu created. My point being this: is Sithis really a malevolent force, or just a very unfortunate being who's trapped in a coma and desperately wants to wake up?
  13. I haven't found any tutorials for building a skeleton from scratch for rigging a mesh to, or adding bones to a skeleton that already exists. Does anyone know how to do that, or where a tutorial for this might be (youtube hasn't been any help for me so far)? Any help would be appreciated.
  14. Is there any way to disable UAC or add an exception to it? I'd rather not have to go through the fuss and bother of reinstalling my game.
  15. Admittedly, this is a complex question, I understand that, but I am curious; is it possible to make a new skeleton for a creature, object (static or movable) in a modeling program, along with its collision bounds and so on, or is one limited to the base skeletons and collison data that are already presesnt in current models for skyrim? And if it is possible, how does one do it in, say, blender 2.49? Essentially, I want to build a working model from scratch; no pre-existing ANYTHING, be it collision bounds, skeletons, animations, or anything of the sort. I've seen tutorials for model making for skyrim, but admittedly they're quite confusing to me (or at least hard to follow) and they all already use pre-existing models as a base (they change the mesh of the object, but don't alter the skeleton or collision bounds, or even go into how these work). Knowing how to make the model is one thing, but I also want to know how it works, what each part does, and so on (in short, I want to know the tiny details about it; I like learning the tiny details that actually make things work rather than just the typical "do this and then do this and then do this and it should be done" ). Is there any place where I can find this info (short of going to game design school, that is)? And please, I do appreciate kind words and enthusiasm for things like this, but please don't just say "I don't know but it'd be cool if you found out." or "Keep on trying, I'm sure you can do it". I do appreciate enthusiasm and praise, but it's really not going to help me much in this situation. I would definitely appreciate any leads that anyone can give me on this.
  16. I would grealy appreciate some help. I am having a problem with creating new mods for Oblivion using the construction set. After I save a mod, after writing it in the construction set, I go to the Data folder and the mod is not visible (IE I don't see the mod's file in the Oblivion data folder even though the mod did save correctly). Within the construction set, I can still load the mod, and indeed the mod does appear in the list of files on the construction set's load menu, and if I try to save another mod I can see the first mod's file in the data folder in the construction set's save menu, but when trying to view the mod's file in the normal windows explorer browser the mod isn't there. I am running windows 8 and have chosen to view hidden files in the windows browser, but still I can't see my mod files even though the construction set can still access them, and can let me view them in the construction set's save menu. I'd appreciate any help I can get in resolving this.
  17. Thanks, although I don't think that gravity can be manipulated in-game without the script extender. In Oblivion I know there was the Dwemer Parachute mod which essentially had the player fall, but constantly reset the fall damage (a little exploit to get the player to fall very slowly, and while holding the "W" key to go forward, enabled a parachute-like gliding effect). I don't think this works in Skyrim though, even if you did try to translate the script from Oblivion's scripting language into Papyrus... What I'd really like to see is the scripting that allows dragons to transition from walking the ground to takeoff to flight, as well as the different things needed to make them move around. The issue is that no one seems to know how this works, or is unwilling to talk about it for whatever reason (and the wiki is next to useless as all it contains are some very basic scripts, a few copy-and-paste examples with little to no detail on how the vital workings of the script function, and a few hard to follow, at least from my point of view, tutorials that don't help at all, let alone go into how the flight mechanics for Dragons in-game works).
  18. I was thinking of trying to make a flying mod of sorts that allows the player to move around through the air. Issue being is that last time I tried this (a few days ago) I got met with silence and no views what-so-ever. Rather disheartening. So far I have this as an idea: In Skyrim there is a system that allows the rivers and all water to have a current that moves you around. I've had a look at this before and, unless I've missed something, the current is controlled by a sort of marker that pushes the player in a given direction. The idea that I had was a sort of spell that, when cast, puts a force marker right behind the player that's tilted to match the player's look angle. It remains there for a few seconds before being deactivated, or until the spell is cast again (this would be more of a "force jump" mod than a flight mod, at least at first). *IGNORE THIS NOW, PLEASE; I went in-game and found that the river current forces cannot be angled upwards, so this idea is essentially moot. What I'd really like to know is the scripting behind flight (as in, what initiates it. I already know about the conditions that say whether a character in-game is allowed to fly or not, but I have no idea how to actually get a character in the air and initiate the flight modes and whatnot. In the mean time, I'm thinking of the current marker method that I've mentioned here. Any help on this would be appreciated and, as I've said, I already know about the "isallowedtofly" and "getflyingstate" conditions; they won't help me here if I can't figure out a way to initiate flight in the first place. PS: AND THIS IS IMPORTANT: I DO NOT WANT TO USE SKSE. I know that additional scripting libraries can be useful, but I'd just rather not use it, and please don't try to convince me to use it as I am dead-set against it for this particular project. *IGNORE THIS NOW, PLEASE; I went in-game and found that the river current forces cannot be angled upwards, so this idea is essentially moot. Although when it comes down to it, I'd still very much like to know how the dragon flying mechanics work in-game (how they take off, transition from take off to flight, and the maneuverings used while flying) in terms of the scripting and animation use.
  19. Long story short, I'm trying to figure out how to make a flight mod for skyrim. I have seen a few (such as the ride-able dragon mod, the broomstick mod, and others) but when I try to go into their scripting to figure out what does what, I end up getting turned around and confused, and there's one other problem: I'm trying to make a flight mod that DOES NOT USE SKSE. I repeat: NO SKSE. I have reason to believe that this is possible, but a bit more complicated (and although I do appreciate assistance, please don't beg me to change my mind about not using SKSE for this; my mind is made up. I know that additional scripting libraries can be useful, but I don't want to use them). If anyone could give me some information as to how the flight for dragons works in Skyrim I'd much appreciate it. I had a theory once about trying to use the forces used for currents in streams and water to push the player up, and then as they drift out of the current the script would put another current force in front of them, or whichever way they're facing to enable a basic sort of levitation (I know, going up and down would be a problem, but it's still just an idea), but what I'd really like to know is how dragons stay up and how to emulate this in Skyrim. And please don't tell me to just type in the no-clip cheat (tidle key/grave key + tcl)... That's not what I'm trying to do here.... Any help on this would be appreciated. Again, the basic idea of what I'm trying to do is this: create an enchantment or spell that can be applied to items or cast to make the player fly, or modded mount (dragon or horse) that can fly and carry the player while flying.
  20. So I just reinstalled Morrowind (after a LONG time of not having played it) and went through it again (even installed the graphics overhaul). After playing through it again, I feel like I need to say this; the ending was just plain sad (sad as in depressing, not as in ridiculous). Think about it for a second: Dagoth Ur WAS betrayed by Nerevar all those years ago while he and the Tribunal were taking their time to figure out what to do with the Heart of Lorkhan. Yes, Dagoth Ur DID go insane by messing around with Lorkhan's heart, but I think they still could have done otherwise than to just outright attack him and try to kill him. Then, during the events of TES III Morrowind, Dagoth Ur comes back, and what does he do; he spreads corprus across Vvardenfell. Everyone may say that this is proof that he is evil, but consider this; those who do come down with corprus disease and mutate into a lame corprus, corprus stalker, or some other mutation brought on by the disease become immortal (time can't kill them). I don't think it's terribly unreasonable to think that Dagoth Ur WAS genuinely trying to make the native inhabitants of Morrowind immortal as he was. On top of that, all throughout the game, up until half way through the final boss fight with him, Dagoth Ur STILL considered Nerevar his friend, perhaps his best friend, and urged the Nerevarine to join him instead of fight him. I think he was less mad by the player-character's actions and more saddened (after all, this would be the SECOND time his best friend killed him). And, by destroying the Heart of Lorkhan, you destroy the power of the rest of the Tribunal which gets two of them, if not all of them, killed (and, you know, there is the whole "red year" even that happens after the end of TES IV Oblivion that kind of, oh... DESTROYS all of Vvardenfell...). I've been trying to find a mod which allows a more peaceful ending (so far the only one I found was the Great House Dagoth mod which let you side with Dagoth Ur, but it still falls short of my expectations since it has you eventually going on a conquering spree across Morrowind). I was hoping to find something that lets you do a bit of negotiation between Dagoth Ur and Vivec in order to calm the maddened Dagoth, and eventually reforge the broken friendship between the God-Kings of Morrowind (so far I haven't found any, and between my work schedule and my lack of knowledge of how to mod Morrowind, I don't see myself making a mod that lets you do so any time soon). But, back on topic, I'm curious about this; am I the only one who thinks this way about the ending for Morrowind?
  21. Ah, that did it. I forgot to autofill the properties for the lever script. My mistake. It's working now.
  22. Well, no it wasn't. I wasn't in the ruin in any of my saves before. I'm going to check the mod again in the Creation Kit to make sure that the scripts stuck in place and didn't get corrupted or anything. I'm also going to try deactivating the mod when I load Skyrim, save, and then afterwards reactivate the mod, as well as try to move the mod's file out of Skyrim's data file while I do this, and then reinsert it afterwards. If none of that works, then I don't know what to do. I tried that, as well as what you said. It didn't work even still.
  23. Now however I'm stuck with another problem. I've named the references correctly, stuck the scripts in as you wrote them, they all compiled successfully this time too. I started up Skyrim, went to the Dwemer ruin I stuck this replicator in, stuck an item into the replicator, pulled the lever.... and nothing happened. It didn't work, and I have no idea why. I don't know if somehow I didn't attach the scripts correctly, or that I should have done something else with the things that I stuck them to, but the scripts DID compile and save correctly... but for some reason it still doesn't work.
  24. WAIT I think I get it now. I've managed to correlate the stuff here with the code structure in C++ (and I know that one, at least well enough to get an A in my comp sci class at college). I get what I was missing now in all of this. The list at the top (properties and whatnot), well, I can sort of compare them to function prototypes (if that isn't exactly what they are already).
  25. I made the changes to your script (replaceing "ObjectReference ContainerRef Auto" with "ObjectReference Property ContainerRef Auto". It still doesn't work and now it gives me an error message of: "c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\YourLeverScriptA.psc(15,41): only arrays can be indexed No output generated for YourLeverScriptA, compilation failed."
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