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LordSerathDarklands

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  1. I need help with two scripts for weapons. First: I'm trying to create a weapon for a large mod I'm working on that has a one in ten chance of instantly killing the target when it strikes. I have no idea how to script things beyond the most basic modification of existing scripts. The basic idea is that this will be an extremely difficult sword to acquire, but can absolutely destroy enemies - think the Gisarme in Shining Force 2, which is its direct inspiration. If possible, I'd like to include a text message that displays when the instakill is triggered, but if that's impossible/too difficult to work in, it's not strictly necessary. Any help would be appreciated, and a functioning script would be amazing. And second: I need some help with a script on a weapon. What I'd like to do is set it up so that when said weapon (let's say Weapon_A) is equipped, the player can press a button and Weapon_A will be removed from the player's inventory and another specific weapon that the player does not own (hereafter, Weapon_B) will be added and equipped on the player. Subsequently, Weapon_B will have a similar script where pressing the button will remove Weapon_B and add and equip Weapon_A on the player. The idea that I'm going for here is that the player can 'toggle' one of the enchantments on the weapon, with the press of the button, the weapon switching out will make it look like the enchantment is simply turning on and off - in this case, it will be Soultrap - Weapon_A and Weapon_B will be identical except that Weapon_B will have a Soultrap effect added to its existing enchantments. I was also thinking about expanding this to three weapons, to allow the player to toggle between a weapon that deals fire, ice, and shock damage. I'm not worried about the weapon repairing itself and recovering lost enchantment points when it switches. I've seen something similar done before in another mod (I believe it was Sea of Destiny), where a khopesh was able to switch orientation from inner curve to outer curve by holding the crouch button, so I know something like this is possible. I'm almost completely inept when it comes to scripting, so a very clear, straightforward explanation would be appreciated, and the script completely written out would be adored. If anyone can help/provide a functioning script for either of these, I would be very grateful. I'd like to add both of these into the mod I'm working on, but the first is definitely more important to me. Thanks in advance!
  2. I'm trying to create a weapon for a large mod I'm working on that has a one in ten chance of instantly killing the target when it strikes. I have no idea how to script things beyond the most basic modification of existing scripts. The basic idea is that this will be an extremely difficult sword to acquire, but can absolutely destroy enemies - think the Gisarme in Shining Force 2, which is its direct inspiration. If possible, I'd like to include a text message that displays when the instakill is triggered, but if that's impossible/too difficult to work in, it's not strictly necessary. Any help would be appreciated, and a functioning script would be amazing. Thanks in advance!
  3. I'm making an enchanted sword, and I want it to behave similarly to Sunder and Keening, where once it's equipped, it starts dealing damage to the player. However, I'd like this to be Frost damage, and I can't have that as a constant effect on the blade, because I want to give the blade a Frost damage on strike effect. Can someone please help me with a script that will inflict Frost damage when the sword is equipped and stop inflicting damage once the sword is unequipped. There will be no Wraithguard analog, no gauntlet that can be worn to prevent the damage. I'd like the damage to be three points per second. Thanks in advance.
  4. I need some help with a script on a weapon. What I'd like to do is set it up so that when said weapon (let's say Weapon_A) is equipped, the player can press a button and Weapon_A will be removed from the player's inventory and another specific weapon that the player does not own (hereafter, Weapon_B) will be added and equipped on the player. Subsequently, Weapon_B will have a similar script where pressing the button will remove Weapon_B and add and equip Weapon_A on the player. The idea that I'm going for here is that the player can 'toggle' one of the enchantments on the weapon, with the press of the button, the weapon switching out will make it look like the enchantment is simply turning on and off - in this case, it will be Soultrap - Weapon_A and Weapon_B will be identical except that Weapon_B will have a Soultrap effect added to its existing enchantments. I was also thinking about expanding this to three weapons, to allow the player to toggle between a weapon that deals fire, ice, and shock damage. I'm not worried about the weapon repairing itself and recovering lost enchantment points when it switches. I've seen something similar done before in another mod (I believe it was Sea of Destiny), where a khopesh was able to switch orientation from inner curve to outer curve by holding the crouch button, so I know something like this is possible. I'm almost completely inept when it comes to scripting, so a very clear, straightforward explanation would be appreciated, and the script completely written out would be adored. Thanks in advance!
  5. I found it! It was under the AI tab, which I never thought to look under. I thought that was just things relating to AI behavior. Thank you!
  6. I'm trying to increase the amount of gold that merchants have at base - for example, Arrille in Arrille's Tradehouse in Seyda Neen has a base 800 gold - when you first encounter him, he'll have 800 gold to barter with and after a 24 hour rest period, he'll reset back to 800. How do I, in the Construction Set, change that amount of base gold? I've tried adding gold to his inventory as well as to the inventory of containers that he owns, but neither works. Thanks in advance.
  7. The script works! Thank you so much! I tried it on a Bonelord, and sure enough, every time you kill it, it doubles when it dies. I'm going to try it on a variety of other monsters, to see how it responds.
  8. Well, I don't know ANYTHING about scripting, but it looks like the spriggan's script simply makes the thing recover three times (which is what it does in-game). I need it to double each time. I'm not sure how to manipulate the script in the slightest. I've tried looking at scripting tutorials, and I just can't get my head around them.
  9. Need a little help writing a script for an impossible to defeat monster. If this isn't the place for this kind of request, I apologize. The idea for the creature is that the player HAS to run from it. What I'd like the script on the creature to do is, once the creature is killed, the body instantly disappears (ideally before the player can activate the corpse), and two more of the same creature spawn in (the same creature, so that if the new creatures are killed, they also spawn two more each, and so on). This way, the player can't legitimately defeat the creature, and (without cheats, anyway) is forced to flee. I'll be teleporting the player into the end of a long room, perhaps having to navigate a long maze of traps while being pursued by this unstoppable monster, and the only escape is to get the the exit on the far side of the room. As a side note, I also need help scripting music to play that will override the normal combat music. Thanks in advance.
  10. I'm not sure if this is the right place for this, but here goes: I'm looking for an old mod that was supplemental for "The Underground" mod. What this mod did was basically add a small crystal ball in one of the buildings of Balmora which, when activated after the completion of "The Underground", would turn off the perpetual fireworks that launched at most major cities. I believe the mod was called "Sanity Globe" or something similar. If anyone has or knows this mod, please let me know.
  11. I dunno if it is the one you're looking for, but I know of such a replacer made by Yuravica, released here on the Nexus. It's the FLY_arenalightbluearmor_remodel_replacer_for_HGEC_with_BBB Tobbie No, that's not it. Like I said, it's essentially the standard arena raiment, but just with a shorter skirt. No modifications to the actual "body" of the outfit.
  12. You guys, I have no idea what you're talking about. You have to talk to me about this stuff like I'm an idiot, because when it comes to scripting, that's what I am. I don't know what a "GameMode block" is, or any of the other stuff that you guys are talking about.
  13. I'm getting an issue on the script you provided. It's not recognizing the term "let". Script 'SDFlickerSpell', line 8:Script command "let" not found. Continue Playing?"Yes to all" will disable all Warnings this session. "SDFlickerSpell" is the script name I'm using. Also, if this works, awesome, but the main focus of the spell was for activators like locked gates. It's for a kind of "pathmage" like character, the kind of character that can open doors that aren't even there.
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