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KeatonMask

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  1. Can someone please post the script for spell reflection from Sjogga90's mod Reflection Ward and Reflecting Spellbreaker (http://skyrim.nexusmods.com/mods/15209)? I can't seem to access the script in the creation kit, and I'm interested in incorporating it into a mod I'm making for private use. Thank you in advance.
  2. Ha! That last sentence was the solution! I set the emissive multiple to a negative number and got black light!
  3. I'm trying to create a lightsaber with a black blade, based on the work of Lord Haun (http://skyrim.nexusmods.com/mods/3174). I've attempted to modify the the blade meshes to emit black light; however, this seems to be impossible. Setting the Emissive Color of the BSEffectShaderProperty color to black emits no light whatsoever; that is, the the blade becomes invisible. Are there any settings I can manipulate in Nifskope in order to emit black light? Or, perhaps, set the blade to emit white light and apply some negative effect?
  4. I set up a Debug.Notification like so: Scriptname DawnfangScript extends ObjectReference {The script controlling Dawnfangs behavior} Actor User GlobalVariable Property DawnfangKC Auto GlobalVariable Property DuskfangKC Auto Weapon property Duskfang auto Weapon property DuskfangS auto Float FUNCTION getCurrentHourOfDay() float temp = Utility.GetCurrentGameTime() * 24 return ((temp as int) % 24) + (temp - (temp as int)) ENDFUNCTION event onequipped(Actor akActor) User = akActor if User == Game.getplayer() RegisterForUpdateGameTime(1) DuskfangKC.setValue(0) endif endEvent event OnUpdateGameTime() Debug.Notification(getCurrentHourOfDay()) if getCurrentHourOfDay() < 6 if getCurrentHourOfDay() > 18 if DawnfangKC.GetValue() >= 12 User.EquipItem(DuskfangS, false, false) else User.EquipItem(Duskfang, false, false) endif Delete() unregisterForUpdateGameTime() endif endif endEvent event OnUnEquipped(Actor akActor) UnregisterForUpdateGameTime() endEvent And I didn't see any messages. It would seem that, for reasons unfathomable to me, the event OnUpdateGameTime is not occurring.
  5. The best I can figure is that some issue is arising out of the RegisterForUpdateGameTime, as it only occurs once each hour and only while the sword is equipped; however, I have tried waiting, sword in hand, for days but to no avail: I see no transformation.
  6. I'm trying to port my favorite weapon from Oblivion--Dawnfang/Duskfang--into Skyrim. The mesh and texture port occurred without a hitch; I am, however, experiencing some difficulties perhaps beyond my scripting expertise (This would be only my third script ever.), and I seek the communities assistance. Keeping with my lazy copy-and-paste tactics, I took the scripts from a posted mod (http://skyrim.nexusmods.com/mods/10550), scanned them over, and then created the objects that were, as far as I could tell, the only ones not already in the ObjectReference: DawnfangKC and DuskfangKC--which I created as global variables, short, value 0, non-constant. Here's what I have for DawnfangScript (and, as it only involves substituting instances of "Dawnfang" for "Duskfang," DuskfangScript): Scriptname DawnfangScript extends ObjectReference {The script controlling Dawnfangs behavior} Actor User GlobalVariable Property DawnfangKC Auto GlobalVariable Property DuskfangKC Auto Weapon property Duskfang auto Weapon property DuskfangS auto Float FUNCTION getCurrentHourOfDay() float temp = Utility.GetCurrentGameTime() * 24 return ((temp as int) % 24) + (temp - (temp as int)) ENDFUNCTION event onequipped(Actor akActor) User = akActor if User == Game.getplayer() RegisterForUpdateGameTime(1) DuskfangKC.setValue(0) endif endEvent event OnUpdateGameTime() if getCurrentHourOfDay() < 6 if getCurrentHourOfDay() > 18 if DawnfangKC.GetValue() >= 12 User.EquipItem(DuskfangS, false, true) else User.EquipItem(Duskfang, false, true) endif Delete() unregisterForUpdateGameTime() endif endif endEvent event OnUnEquipped(Actor akActor) UnregisterForUpdateGameTime() endEvent And here's what I have for DawnfangKC (and DuskfangKC): Scriptname DawnfangKCheck extends activemagiceffect GlobalVariable Property DawnfangKC Auto event onEffectFinish(Actor akTarget, Actor akCaster) if akTarget.isDead() if akCaster == akTarget.GetKiller() DawnfangKC.setValue(DawnfangKC.getValue()+1) endif endif endevent I have identified two problems: (1) there is no way to determine the current Kill Count, as no messages have been implemented, and (2) the sword does not transform upon change from day to night. Any help and/or suggestions toward the end of getting the magnificent weapon into Skyrim would be much appreciated.
  7. Good idea. Fear and fury are being applied properly; the confusion stemmed from the fact that the particular spells I was using had the same hit effect. I'll differentiate them, and everything should be good to go. Thank you for your help.
  8. That made some progress, but, as far as I can tell, only Fury is being applied. I'm seeing neither the Fear hit shader nor its its effects on targets--the latter of which I think would be evident, as I've noticed Fear tends to override Fury. I've tried inverting which integer points to each effect, i.e. 1 for Fury and 2 for Fear, and I've tried increasing the magnitude of the Fear and Fury effects beyond level resistance. Still no dice. You were right about the spell.cast part though, thanks.
  9. I'm trying to script a magic effect to attach to an enchantment to attach to a weapon that will cast either fear or frenzy on a hit target. The script successfully compiles, but nothing happens ingame when I hit an enemy. Here's what I have: Scriptname BiPolarity extends activemagiceffect SPELL Property Fear Auto SPELL Property Fury Auto INT coinflip Event OnEffectStart(Actor akTarget, Actor akCaster) coinflip = utility.RandomInt(1, 2) IF(coinflip == 1) Fear.cast(akTarget, akTarget) ELSEIF(coinflip == 2) Fury.cast(akTarget, akTarget) ENDIF EndEvent Can anyone tell me what I'm doing wrong and/or how I can fix it? PS This is only my second script ever, so please be gentle.
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