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DarkWandererAmon

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Everything posted by DarkWandererAmon

  1. So I tried all those but sadly the dragons still use the shouts, however the targets become immune to the shout effects during the cooldown duration. So the targets are immune to the shouts while the cooldown is active. Did I do it wrong? Or is that how its supposed to work? I wanted the dragons to simply not use the shouts while the cooldown is active
  2. Lol I am doing exactly the same and was wondering to find a solution as well. No luck so far...
  3. Does anyone know what it does? Wiki has no information on this??
  4. Hey guys I need help with adding a sub quest inside the main quest 305, Sovngarde Battle. So its simpleish. My quest will fire after the fog is cleared, and Alduin appears. I copied the Durnehviir Boss Fight where he perch and shouts, but Alduin will be doing that instead. I want the quest to fire when Alduin appears and whenever Alduin's health is lowered 20% his AI package will kick and he will perch and shout. When his health gets below actual 20% he will use a boss shout and the player needs to interrupt the shout, once that is interrupted my quest will end and the vanilla MQ305 will resume just before Alduin dies. How can I achieve this? Thanks in advance!
  5. Hello Guys, I hope you are all well. I need some desperate help with something if you could spare the time. I am the author of Dragons Use Thu'um My mod adds new shouts to dragons and for a while I have been trying to give animations to certain shouts dragons use. I was wondering anyone could help me with giving a unique shout animation to Alduin. I am attaching my animation folder structure for OAR below. I want Alduin to use AmonStandingBreath Animation whenever he uses the Soul Fog, Time Freeze and Storm Call shouts. Thank you for your time. meshes.7z
  6. Sadly it didnt work. The script compiles nicely and I also get the debug but animations dont play
  7. Thank you will try that and report back. Will be a week until I can check but will reply asap. Thank you!
  8. Thank you so much, will I have to do anything else other than those?
  9. Hello all! Hope you are well. I would really be grateful if anyone could help with my script issues! 1ST SCRIPT (So this script forces the caster to play a custom animation (I renamed a vanilla animation) when he uses a spell or shout) I currently get this error: no viable alternative at input '.' Scriptname AmonPlayDragonAnimation extends ActiveMagicEffect bool Function RegisterForAnimationEvent(ObjectReference akSender, string asEventName) native Debug.SendAnimationEvent(SomeObjectRef,"AmonStandingBreath") string property sAction auto Event OnEffectStart (Actor akTarget, Actor akCaster) debug.SendAnimationEvent(akCaster, "AmonStandingBreath") debug.notification("doing action") endEvent 2ND SCRIPT (This script causes the target to play 2 animations after he is hit by the spell) With this script I get this error: the return type of function registerforanimationevent in the empty state on script amonplayeranimationscript do not match the parent script activemagiceffect Scriptname AmonPlayerAnimationScript extends ActiveMagicEffect Actor Property PlayerRef Auto Function RegisterForAnimationEvent(ObjectReference akSender, string asEventName) native Event OnEffectStart (Actor akTarget, Actor akCaster) debug.SendAnimationEvent(PlayerRef, "T02_Ascend") debug.notification("doing action") Utility.Wait(4.0) debug.SendAnimationEvent(PlayerRef, "WebIdleExit") debug.notification("doing action") EndEvent
  10. Thank you so so much it worked! Can I change the myActivator to XMarker in the script, then attach link multiple stuff to that x marker so that it enables and disables multiple stuff?
  11. Hey all I am trying to come up with a script, that will be attached to a magic effect, so that when the spell is cast, that will enable a disabled activator and after a timer will disable the activator. I am studying this page https://ck.uesp.net/wiki/ObjectReference_Script and came up with this: Function fireTriggerEvent () self.disable() ;enable objects hooked up to this trigger endFunction But it isnt really working lol. I am assuming I need to Could anyone help please? Kind regards!
  12. Thank you so much. So how will I use the empty script magic effect like that xkkmEl? On Aimed fire and forget and on aimed concentration spells? That method works on self fire and forget spells but not on aimed fire and forget or concentration. How would I attach it to the dragon via the magic effect condition? Btw there are a lot of shouts and spells so I am assuming I need to do it individually? Like alduin has 13 shouts so I need to do this for each shout correct? How would I do that ideally?
  13. Thank you for your reply. What sort of script would I need to place on the magic effect?
  14. Hey all author of Dragons Use Thu'um here. I am in dire need for assistance. I want to add some sort of cooldown to my dragons so once they use a shout, they won't be able to use that certain shout again until the cooldown is up. I don't know how to approach the situation. I created an empty magic effect (script) and set a duration at the end of shouts spell (didnt work) I selected the "no recast" option did not work as well sadly. How can I give the shouts individual cooldowns so lets say when the dragon uses disarm, he wont be able to use disarm again until cooldown is up, but he can still use other shouts while disarm is under CD. The issue is most shout\spells are DELIVERY: Aimed, or Concentration and the CASTING TYPES are fire and forget so controlling them are harder. With Self Delivery spells and shouts, the cooldowns actually work. Ideas? -A script that removes the used shout and re adds it back to the dragon after the cooldown? (I have very limited scripted knowledge so would need help) -A method that adds some sort of a cooldown to the casted shout so the enemy won't use that shout while its under CD but still use other shouts Kindly requesting help!
  15. I got your issue https://www.nexusmods.com/skyrim/mods/33227/?tab=files use this Skyrim ENB is bugged with the lates Nvidia drivers that can cause crash in exteriors right after game loads
  16. Sadly its Revenge of the Enemies. That mod causes it
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