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Everything posted by OPTIMVSCHRIST
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Giving weapons disintegrate perk
OPTIMVSCHRIST replied to OPTIMVSCHRIST's topic in Skyrim's Skyrim LE
Please excuse my noobishness, I just figured out what cscottydont meant. I'm good to go now, thanks for your help. -
Giving weapons disintegrate perk
OPTIMVSCHRIST replied to OPTIMVSCHRIST's topic in Skyrim's Skyrim LE
It looks like the disintegrate shader is in there as I copied the whole script over to the effect. Here is what I am seeing: AshPileObject Activator <<Default>> bSetAlphaToZeroEarly Bool <<Default>> bSetAlphaZero Bool <<Default>> fDelay Float <<Default>> fDelayEnd Float <<Default>> ImmunityList FormList <<Default>> MagicEffectShader EffectShader <<Default>> ShaderDuration Float <<Default>> -
Giving weapons disintegrate perk
OPTIMVSCHRIST replied to OPTIMVSCHRIST's topic in Skyrim's Skyrim LE
bump? -
I've been attempting to put together a sword that causes targets to disintegrate on death. I created a custom enchantment (modified Soul Trap) that uses the script magicAttachAshPileOnDeath in addition to the regular Soul Trap stuff. The only problem I am now facing is that corpses do not go through the disintegrate animation like they do when killed with a shock attack, they just fall over and disappear and are replaced by an ash pile (sometimes not even in that order, ash pile appearing before the body disappears etc). I have no idea what could be causing this, does anybody have any experience with this?
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Sorry for the quintuple post, but: Did some more work, scrapped the old .esp and made a new one. I've ended up with a modified Soul Trap that uses the script magicAttachAshPileOnDeath in addition to the regular Soul Trap stuff. The only problem I am now facing is that corpses do not disintegrate like they do when killed with a shock attack, they just fall over and disappear and are replaced by an ash pile (sometimes not even in that order). I have no idea what could be causing this, does anybody have any experience with this?
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For some reason I can no longer get my weapon to show up in game now. I changed the enchantment a bit, trying to make a contact version of the disintegrate effect and applied that enchantment to the weapon, and after that I could no longer get it to spawn (after doing the 'help' command it would not locate a code for the weapon). After that I removed the enchantment to see if that was the issue, but it still wouldn't spawn and now apparently I can no longer make custom weapons...
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Managed to get the body to disappear, ended up going with one of the regular attachashpileondeath scripts but I'm still having the issue of the body itself not going through the disintegrate animation. It falls over like normal and just disappears...
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Ok I had a bit of success, went with the script disintegratewhenspellwearsoff but for some reason it creates an ash pile but leaves the body behind and the body doesn't go through the disintegrate animation...any suggestions for this?
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Is there something specific I should be doing with the script properties? Effect already have 20s duration and FX Persist checked, I added No Death Dispel but that didn't do it unfortunately.
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Alright, I think I found what I needed (under Papyrus script: ReanimateAshPile) but it doesn't seem to be doing what I want in game. Tried adding it as a script to a modified Soul Trap, no results. Tried adding it directly to the weapon, nothing. I get the feeling I'm going about this a bit wrong...
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Cool, thanks guys I'll check that out.
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So I'm attempting to make a sword (or maybe a bow, haven't decided) that will turn enemies into ash piles on death. I'd also like for it to mimic the death animation the ash spawn get (where they sort of disintegrate as they go down). However, I'm really not sure how to go about pulling this off, so I was hoping someone here could lend some advice...
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Thanks for pointing me in the right direction! Is there somewhere I can find a tutorial on this?
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I've run into the bug on Dawnguard where Kindred Judgement does not initialize after completing Touching the Sky; console commands, setstage, etc. have failed to produce results. My question is whether the CK can be used to manually initialize a quest or otherwise be used to complete a given questline.
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After defeating Vyrthur and talking to Gelebor, I go pick up Auriel's Bow and it registers as the quest being completed. However, when Serana runs up to me, the quest Kindred Judgement doesn't start, and talking to her only brings up the option of making Bloodcursed Arrows. Talking to Gelebor some more does nothing. I've tried reloading past saves, I've tried setstage dlc1vq07 200 and that has done nothing. I'm a bit stuck here. No mods are installed. Any ideas?