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LordSerathDarklands

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Everything posted by LordSerathDarklands

  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.
  14. So I tried the script you provided, with a five second duration for testing purposes. It has no effect on inanimate objects (shelves, staircases, etc) or things that you can pick up (I tried it on a silver pitcher and a silver bowl). However, it makes objects that can be interacted with (NPCs, chairs, gates [i tried the ones at the Arcane University], benches, and so on) vanish - permanently.
  15. The reason I wasn't using the existing spell duration was because I thought that would time the entire script - disable AND enable. So I thought it would effectively run a script of disable, then enable over the course of a few seconds, with no actual visible effect. This is much more advanced than I thought it was going to be. Perhaps I should put it in the mod request forum instead. Morrowind had the capacity to shrink objects to 0% scale, as opposed to Oblivion's minimum of 50%, which could have been rather useful for this kind of effect. Instead of disabling it, it could have simply been reduced to zero size, then resized to normal. Sadly, Morrowind didn't have script effect enchanting.
  16. I'm trying to make a minor spell mod that I plan on calling either "Flicker" or "Blink" or something similar, with the idea of the spell being to blink the spell's target out of existence for the spell's duration. I've got the basics down (using the "disable" and "enable" commands to blink the target in and out of existence), but I don't know how to create a timer within scripts. For example, I'd like to have the script be something like: scn FlickerSpell begin ScriptEffectStartdisableend (Timer Script Command) enableend begin ScriptEffectFinishend Also, anyone who knows scripts well, if I've made a mistake in the syntax of the script, please correct me. The overall goal of the effect is to make it into a script effect for a spell so that when it's cast, it will remove the targeted item (like the "disable" console command) for the duration of the timer script command, then restore it (like the "enable" console command does on something that has had "disable" used on it if you've not clicked on anything else once you used "disable"), effectively temporarily "blinking" the object out of existence for a set amount of time.
  17. I'd like to write a script as an enchantment for a weapon, something to the effect of a percentage instant kill chance. I have zero experience with scripting in any programming language, let alone the Elder Scrolls scripting language. So what I'd like is something where the script is actually the enchantment (which you can do in Oblivion, setting the enchantment effect as "Script Effect"). Can someone please show me a script for, say, 25% kill chance, and show me exactly where the 25% would go in so I can modify it if the 25% is too much or too little? Thanks in advance.
  18. I'm looking for a mod I had about a year or so ago. It was a female armor replacer for the heavy and light Blue Team Arena Raiment. Basically, it just made the bottom half of the raiment into a short skirted version, complete with panties. The Champion's Raiment was unaffected by the mod. I've scoured the internet for the past 20 minutes with no success. Anyone have this or know of a place where I can find it?
  19. I'm not sure if this is the right place for this topic, if it's not, I apologize. When I make my own mods (that is, creating mods with their own names, not editing existing ESP files), the ESP files don't show up in my Data Files folder (or anywhere for that matter). I've tried saving them in a different folder to see if it's just some property of the Data Files folder itself, but the ESP files don't show up no matter where I save them. Does anyone know why this is, and how I can remedy this? Because as it is, I can't find my own content to upload to the site. If it helps, I'm running Windows 7.
  20. So I've been looking around, and there are very few mods that add more aquatic life to Skyrim. I found one or two, but mostly they're just giant versions of existing sea and shore monsters, and not new creatures altogether. This deficiency is not unique to Skyrim, both Oblivion and Morrowind lacked sea creatures (Morrowind not so much, as they has Slaughterfish AND Dreugh). I would love to see a mod that adds a wide variety of sea beasts, ranging from relatively small foes (like sharks), medium-large creatures like Krakens and megalodons, and monstrously large creatures such as sea serpents and/or Leviathans. And ideally, this would also have the lesser monsters be rather populous in the waters of Skyrim, while the sea serpents and bigger creatures would be rare, if not unique. Quests to fight these would be nice, but not necessary. I included a pair of pictures, just as an idea for scope.
  21. I realize that this post is probably dead, but I'm having this issue with Mjoll the Lioness and the beginning of the quest "Grimsever's Return". Has anyone figured out how to fix it?
  22. So I'm a huge fan of Lord Haun's "Magicka Sabers" ( http://www.nexusmods.com/skyrim/mods/3174/? ) mod, which adds what are effectively Star Wars lightsabers to the game. Every new character I make, I outfit them with at least one magicka saber. However, the one thing I feel was lacking from the mod was the extremely rare black-bladed lightsabers. While these are rare, they DO exist in the EU (such as in The Force Unleashed), and a unique black saber, the "Darksaber", is one of my favorites, appearing in the Star Wars: The Clone Wars series as first the weapon of Pre Viszsla, and later Darth Maul. The weapon is described as being an "ancient lightsaber stolen by Vizsla's ancestors from the Jedi Temple during the fall of the Old Republic. The blade is unique, as lightsabers go, having a more sword-like shape (flattened blade and pointed tip), and also has sounds that are different from a traditional lightsaber, being considerably higher pitched. If someone could create a version of the Darksaber for Skyrim, or even just a black-bladed traditional lightsbaer, I would be ecstatic. Several examples of the Darksaber's sound and appearance can be found in these two videos and these images: --- Darth Maul vs Pre Vizsla: https://www.youtube.com/watch?v=zEu_U78XFg4 Obi-Wan Kenobi vs Pre Vizsla: http://www.youtube.com/watch?v=_Vtj5YxDcCk In Hand: http://vignette3.wikia.nocookie.net/starwars/images/a/a6/Darksaber-SWE.jpg/revision/latest?cb=20110918165551 --- A traditional lightsaber with a black blade would have the normal lightsaber sounds, and the blade would look something like this: http://s-media-cache-ak0.pinimg.com/736x/1b/06/d0/1b06d0dbede4947b2c5ae7e6df1aaaa1.jpg --- If anyone can create either or both of these, that would be awesome. For the Darksaber version, having a slightly different hilt than a standard magicka saber, would probably be necessary because of the Darksaber's unique, flattened blade.
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