-
Posts
44 -
Joined
-
Last visited
Nexus Mods Profile
About AslanKebab

Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
AslanKebab's Achievements
-
[LE] Disabling Actor Collision
AslanKebab replied to AslanKebab's topic in Skyrim's Creation Kit and Modders
Bump! -
Hello Everyone, I´ve been trying to create ghost like actors that move through walls while moving towards references aliases filled by a quest. they are not full humanoids but simple wisps. I mostly need to disable collision in a way that stops them knocking things over while moving around. So far i´ve tried: 1. Flagging the NO Collision in BKHcollision object of the skeleton nif. 2. Changing the Collision layer string in the nif 3. Deleting the collision box all together. not sure if I need to run some processes other than saving the nif. it seems to me like my changes are getting overwritten or like I've missed switching out the skeleton in the CK somewhere other than under the Race object and the bodyparts objects. Any ideas would be appreciated.
-
[LE] Preventing dual summons when dual casting.
AslanKebab replied to AslanKebab's topic in Skyrim's Creation Kit and Modders
Alright I seem to have found a solution. Having the isDualCasting == 0 condition on the Magic Effect does prevent one of the hands casting when the same spell is equipped in both hands. I dismissed this as a potential solution early on thinking that isDualCasting would return true if any two spells equipped in each hand would be fired at once, this seems to only be true when two of the same spells are being cast at once including spells that needs to be equipped in both hands per default. not sure if this is of any use to anyone but I hope it helps as there no information on how the isDualCasting condition actually works on CK wiki https://www.creationkit.com/index.php?title=IsDualCasting -
[LE] Preventing dual summons when dual casting.
AslanKebab replied to AslanKebab's topic in Skyrim's Creation Kit and Modders
I appreciate you spending some time to help! good luck! :D -
[LE] Preventing dual summons when dual casting.
AslanKebab replied to AslanKebab's topic in Skyrim's Creation Kit and Modders
The equip type "EthierHand" does not prevent the player from casting both at once. forcing the spell to be equipped with one hand either left or right is usually only for NPC spells. i would like to avoid that when possible. This is part of a bigger project so I am avoiding Globals completely There is a "Disallow Spell Absorb/Reflect" and "No Dual Casting Modifications" can´t find "Disallow Dual Casting" if you can find it and tell me where,that would be very helpful. Thanks for the response. -
Hello everyone, i have summoning spell done by script so that i can decide where the actor is placed. but my main issue is that I am trying to prevent a double summon due to dual casting with a script driven summon spell. I tried running a check before placing the actor that checks with a FindClosestReferenceOfTypeFromRef() running before placing the actor, is not stopping this reliably as it often returns none and still spawns two actors, probably due to it being a slow and costly function and/or "script lag". so far i have tried these variants of my code Event OnInit() DuplicateRef = Game.FindClosestReferenceOfTypeFromRef(SummonActorBase, Game.GetPlayer(), fOffset * 5) EndEvent Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.messagebox(DuplicateRef) if (DuplicateRef == none) SummonActor = akCaster.PlaceActorAtMe(SummonActorBase) Utility.Wait(0.5) SummonActor.Enable(true) SummonActor.MoveTo(akCaster, fOffset * Math.Sin(akCaster.GetAngleZ()), fOffset * Math.Cos(akCaster.GetAngleZ()), 10.0) else OnEffectFinish(akTarget, akCaster) endif EndEvent and Event OnEffectStart(Actor akTarget, Actor akCaster) DuplicateRef = Game.FindClosestReferenceOfTypeFromRef(SummonActorBase, Game.GetPlayer(), fOffset * 5) Debug.messagebox("DuplicateRef is " + DuplicateRef) int aiStage While aiStage < 6 aiStage += 1 if aiStage == 1 if DuplicateRef != none return OnEffectFinish(akTarget, akCaster) endif elseif aiStage == 2 SummonActor = akCaster.PlaceActorAtMe(SummonActorBase) elseif aiStage == 3 SummonActor.Disable(false) elseif aiStage == 4 SummonActor.MoveTo(akCaster, fOffset * Math.Sin(akCaster.GetAngleZ()), fOffset * Math.Cos(akCaster.GetAngleZ()), 10.0) elseif aiStage == 5 SummonActor.Enable(true) elseif aiStage == 6 Utility.Wait(0.6) endif endWhile EndEvent Both produce the same issue so any suggestions would be appreciated. I am not using SKSE or Globals in the project.
-
Hello Everyone! I have created a spell that Slows down the target's movement and attack speed. It consists of two Magic Effects, the first of which alters the targets movement speed with a Peak Value modifier and SpeedMult. the second Magic Effect is very similar with a Peak Value Modifier and WeaponSpeedMult & LeftWeaponSpeedmult. It all works on a functional level but there is an issue of the Sprinting animation not matching the slowdown of movement leaving the target appearing to moon-walk on the floor while trying to close the gap, chasing the Caster. The Weapon speed Magic Effect on the other hand slow´s down the animation properly. I´ve tried finding the right animation variable for this to alter through script while the Magic Effect is active, but I cannot manage find the right one. https://www.creationkit.com/index.php?title=List_of_Animation_Variables So far, I have tested a few of these but most don't quite do what i want out of them Variables that I thought would do something relevant: bIsSynced: leaves the target stuck in place. bAnimationDriven : leaves the target stuck in place. iSyncSprintState : does not seems to do what i need it to. These seem to there to check the current values but not alter them. Speed SpeedWalk SpeedRun fSpeedMin bSprintOK: works but takes away from the desired effect as it makes the target stuck in a walk cycle, so I would like to avoid using it. Any ideas on getting the animation StartSprint to sync with the speed of the Movement speed like the Attack animation would be very appreciated.
-
[LE] Re-coloring Bound Weapons Guide, Anyone?
AslanKebab replied to AslanKebab's topic in Skyrim's Creation Kit and Modders
I figured out what was wrong. it was mostly my lack of knowledge in CK and Nifskope. In my tests I had forgotten that i had reset the Vanilla Effect in the enchantment slot of weapon. All is well at least it´s working now. I might try to post a guide for bound weapons in general as there many moving parts that overlap so things can easily go wrong. -
[LE] Re-coloring Bound Weapons Guide, Anyone?
AslanKebab replied to AslanKebab's topic in Skyrim's Creation Kit and Modders
Sure hope so! Thanks Chicken! -
[LE] Re-coloring Bound Weapons Guide, Anyone?
AslanKebab replied to AslanKebab's topic in Skyrim's Creation Kit and Modders
Yes I´ve used it successfully for other re-coloration however, things seems more complicated when it comes to bound weaponry. mentioned it even in the first post. :) -
Is there any guides out there for recoloring these magic swords out there? I have been looking around and can´t seem to find any and it seems beyond this guide to me. https://www.nexusmods.com/skyrim/mods/96686 Initially i just want a color change of the flame mesh and the required spell VFX surrounding it. But would be nice if there was something concerning switching out the weapon model as well. I´ve experimented with it trying to edit edit NiPoint3Interpolator in each NiControllerSequence XYZ but it got me nowhere...or rather i am not sure what i am missing.... This drove me nuts for a while so I left it. now i am trying to upp it off again so I appreciate any help I can get.
-
[LE] Creating a Blinding Fog Spell
AslanKebab replied to AslanKebab's topic in Skyrim's Creation Kit and Modders
Hello Feralkyn, Sorry for the late reply. The reason I think upping the sneak skill in the duration of the spell is to make sure the caster is still somewhat shielded from the NPC that are looking into the fog spell from the outside. Stealth, in general, is this invisible die-roll thing in the background based on stealth points derived from the actor's environmental surroundings and lighting....it´s kind of an interesting but unintuitive system... I´ll look into runes and see what I can do, Area of effect magic does not seem to be the CKs strong suite. Thanks -
[LE] Creating a Blinding Fog Spell
AslanKebab replied to AslanKebab's topic in Skyrim's Creation Kit and Modders
Thanks, I could eventually turn it into an Enchantment of sorts. Just need to fix these issue first and get some testing done. :) -
[LE] Creating a Blinding Fog Spell
AslanKebab replied to AslanKebab's topic in Skyrim's Creation Kit and Modders
Progress: - Creating a Pre-set Trigger volume with some scripts on it works as changing the actorvalue of the Actor inside. - Using Moveto to get it from it´s holding cell and back seems to work reasonably well. Issues: - OnTriggerLeave does not seem to fire when Moveto moves away the Triggervolume to it´s holding Cell which I use to reset the actor value to its default value. - OnTriggerLeave and OnTriggerEnter Fire at the same time, For the First Issue, I need to reset the actorvalues when the spell effect expires... Currently, the actor values are manipulated from the script on the Trigger Volume. and The Magic Effect script handles the moving of the volume. I need something to foolproof the second issue throwing all the actors into a list seems to be the most workable not sure however If I should use Arrays or FormLists for this.