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[LE] Custom Tempering Station
Altarya replied to Altarya's topic in Skyrim's Creation Kit and Modders
Sadly no luck, no longer getting the message, but no my character is frozen for a while while the animation should play, no menu pops up -
Hello! I've been trying to create a new tempering station where only items inside my addon can be tempered, so that muskets aren't being made better at grindstones. However ingame whenever i click use, my character just defaults to look around and i see a message of "Someone Else is using this". Any ideas? Here is a screencap: https://prnt.sc/mykeb5
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[LE] Custom Skill Trees Workarounds
Altarya replied to Altarya's topic in Skyrim's Creation Kit and Modders
Thanks! I'll take a look. By Phantom skill, i meant the other ways the Firearms skill will be tracked(Hidden spell, quest, etc...) and its subsequent way of keeping its own "perk points", but i see its very easy to convert between them. 1 Player clicks on "Exchange Firearms perk points to Normal" Game.ModPerkPoints(x) - > where X is the amount of perk points in the Firearms skill 2 Player clicks on "Exchange Vanilla points to Firearms Perk Points" Game.ModPerkPoints(-y) - > Where y is the amount of vanilla perk points the player has(that i assume i can i request with SKSE). As for leveling up the player, would i need to make them level up one of the vanilla skills or does the game have a playerExperince AV/other variable?- 2 replies
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Hello there forums, I'm Altarya, and I'm somewhat new to the inner workings of skyrim modding so this might come across as a stupid question. But I'll ask anyways. So recently i finished a small simple rework of an existing Firearms skill tree mod and released as this: https://www.nexusmods.com/skyrim/mods/96743/? But after i did so i started to wonder if it would be possible to go even further, having to place one of the existing skill trees is a pain on compatibility with other skill mods so i was wondering if it'd be possible to go all the way and make a brand new skill. I'm aware that skills and other AVs are completely hardcoded into the game, and that the only way to make something that works like a skill tree is using Chesko's inWorld object skill tree, which is neat and i've been thinking of making a skill for Gunsmithing using that. But as for a skill that governs damage and whatnot i have next to no clue at how to approach it. So my questions are: 1 - Is it possible to make weapons advance one of the unused AVs? 2 - If not, is possible to detect with what keywords an actor was killed?(So that i can use the bullet keywords to advance the skill) 3 - Is it possible for thee other way of tracking the skill make the player level up? 4 - Is it possible to exchange perk points between the phantom skill and the game's actual perk points? (So that you can use vanilla perk points in the phantom skills and vice versa)
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