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Everything posted by AslanKebab
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[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.
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[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.
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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.
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[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.
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[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. -
Hello Everyone, I am looking for suggestions on how to best Create a blinding Fog spell. So Far I´ve figured that there is no way to affect other actors vision capability through a script unless I spawn incvisible buckets on their heads. so I will opt for a spell that increasses the player´s Sneak Ability while with in the affected area accompanied by Fog effects by using Placeatme(), picking a local effect that is usually used Level Design Purposes. While finding a Fog effect that works is easy enough, some things aren´t very clear to me. - How do i restrict the effect to an area that does not follow player around? - is there is a way to spawn a specifc volume through script or do i have to go about this ina diffrent way? - how do i then restrict fog covereage to an area? I kinda feel lost when I am trying to figure out where to start with this Spell.... Any Advice is Welcome and very much appricated. Edit: Having messed around with checking the blindness stats of the Falmer NPCs and comparing it to others NPCs, I could probablye use blindess actor value and a sneakbuff to make the neccessary changes. - Still looking for ways to place Fog assets withint the limits of an area without SKSE. - Getting a list of NPCs that are hit by the effect would be useful in script.
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Hello Foamyesque I tried your suggestion and it did not break the script. it also solved a minor bug that I was going to get to later. However, it did not change EffectsShader depending on which hand holding the weapon as I was hoping, it kept picking the effect with the highest index in the effect list of the enchantment. Thanks for your suggestion, it helped me a little bit but not in the way I was hoping. :smile:
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Hello Redragon I forgot about this thread for a while, sorry for the late response. I tried your suggested solution by the first incorporating it to the main weapon script that updates the enchantment variables it compiles but does not work. that did not work. not did copy-pasting your Script as is into a second script file. I have checked it and it is running, I think there is an issue with myEffect.Play(self as ObjectReference) doesn´t seem to work. and effect.Play(self as Weapon) does not compile as it thinks I am casting to something else. It seems it is not uncommon for effect shaders in general to break each other. If you would like I could send you my Esp, Thank you for your time.
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Maybe Elias thought it would poke the magiceffect to update which the assigned Effectshader? I tried it, It mostly just breaks the Enchantment. Having it before the GetQuestVMvariable breaks the left-hand MagicEffect while right-hand effect still works. Having it after the GetQuestVMvariable breaks the MagicEffects for both hands. Dosen´t help updating the shader, when the hands are switched.
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I am using one Enchantment consisting of two MagicEffects. The Weapon contains the main script which updates a Quest variable. Each Effect item in the Enchantment has a Condition that looks at the Quest variable to determine if the effect items should be active or not. The Magic effects themselves do not have scripts attached to them. I hope this clear and not confusing. Could you please clarify where and how I would make use of GetEquippedItemType which is Actor script function?
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Thanks for the Response, Sadly I cannot make use of SKSE. EffectShader.Play only seems to work on Actors as far I can see, While the shader is set from MagicEffect in the editor, For example, WeaponShaderEffect.Play(DaggerMagiceffect) doesn't compile. Having two weapons will probably fix the shader issue but need lots of workarounds to get it functional and won´t be clean....and the greatest issue would be trying to match amount charges left in the weapon for each incarnation of the weapon still without SKSE..... I have tried both these solutions in the past and they ran me up the wall.
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Hello Everyone In the past, I made a weapon that can switch between two different Magic effects depending on which hand has the weapon equipped. Now, this is works through having a quest script hold a variable which is updated by the weapon script depending on which hand has the weapon equipped and the Enchantment has a condition which turns on one of two magic effects depending on which condition is met i.e the number assigned to the variable in the quest script. Now, this is all well and good it works from a functional standpoint. But the Enchantment shader that is visible on the weapon is the one that is tied to the first magic effect in the condition index list and does not change depending which hand is holding the weapon like applied weapons does. Any idea where I should be looking?
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Hello I have added keywords to a few pieces of armors that enhance the effect of an enchantment of the main armor piece. The intention is to give the actor the full effect of an enchantment once they are equipped with a with a complete set by adding to a modifier variable. Scriptname ArmorCheckScript extends activemagiceffect ;------------------------------------------------------ Float Property protModifier Auto ;----------------------------------------------------- Keyword BattleMageCuirass Keyword BattleMageHelmet Keyword BattleMageBoots Keyword BattleMageGloves ;----------------------------------------------------- Actor ActorREF ;---------------------------------------------------- Event OnEffectStart(Actor akActor, Actor akCaster) ActorREF = akActor EndEvent ;---------------------------------------------------- Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference) if ActorREF.WornHasKeyword(BattleMageCuirass) protModifier = 0.36 Debug.Notification("Actor has unequipped Battle Mage Cuirass") endif if ActorREF.WornHasKeyword(BattleMageHelmet) protModifier -= 0.27 Debug.Notification("Actor has unequipped Battle Mage Headgear") endif if ActorREF.WornHasKeyword(BattleMageBoots) protModifier -= 0.23 Debug.Notification("Actor has unequipped Battle Mage Boots") endif if ActorREF.WornHasKeyword(BattleMageGloves) protModifier -= 0.14 Debug.Notification("Actor has unequipped Battle Mage Gloves") endif EndEvent ;---------------------------------------------------- Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) Utility.Wait(0.5) if ActorREF.WornHasKeyword(BattleMageCuirass) protModifier = 0.36 Debug.Notification("Actor has equipped Battle Mage Cuirass") endif if ActorREF.WornHasKeyword(BattleMageHelmet) protModifier += 0.27 Debug.Notification("Actor has equipped Battle Mage Headgear") endif if ActorREF.WornHasKeyword(BattleMageBoots) protModifier += 0.23 Debug.Notification("Actor has equipped Battle Mage Boots") endif if ActorREF.WornHasKeyword(BattleMageGloves) protModifier += 0.14 Debug.Notification("Actor has equipped Battle Mage Gloves") endif EndEvent Here´s the bit of script. As far as I can see, the WornHasKeyword() is returning negative. and Debugging for it in-game is producing [Form in the notifications. I've also used this variation below. (DrV_BattleMageBarrierPrototype as DRV_GuardEnchScript).protModifier protModifier = 0.36 if akBaseObject as Armor && akBaseObject.HasKeyword(BattleMageHelmet) protModifier -= 0.27 Debug.Notification("Actor has unequipped Battle Mage Headgear") endif if akBaseObject as Armor && akReference.HasKeyword(BattleMageBoots) protModifier -= 0.23 Debug.Notification("Actor has unequipped Battle Mage Boots") endif if akBaseObject as Armor && akReference.HasKeyword(BattleMageGloves) protModifier -= 0.14 Debug.Notification("Actor has unequipped Battle Mage Gloves") endif EndEvent ;---------------------------------------------------- Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) Utility.Wait(0.5) if ActorREF.HasKeyword(BattleMageHelmet) protModifier += 0.27 Debug.Notification("Actor has equipped Battle Mage Headgear") endif if akBaseObject as Armor && akReference.HasKeyword(BattleMageBoots) protModifier += 0.23 Debug.Notification("Actor has equipped Battle Mage Boots") endif if akBaseObject as Armor && akReference.HasKeyword(BattleMageGloves) protModifier += 0.14 Debug.Notification("Actor has equipped Battle Mage Gloves") endif EndEvent Both seem to return negative. Unfortunately, I am not Using SKSE or SSE at the moment. So, I can not make use of : of GetWornForm() event or IsEquippedArmorType feature. Any help with this would be greatly appreciated!