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About Giovanni1285

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I’ve been working on creating mage NPCs in the Creation Kit, but Skyrim’s AI for mages is the dumbest thing i've ever seen. To make these NPCs more dynamic, I’ve given some of them unique “ultimate” abilities — basically powerful spells that should only be used occasionally. The problem I encountered is that if I add these ultimates directly to their spell lists, they’ll ignore their basic spells and spam the ultimate, annihilating everything in sight. To fix this, I turned their ultimates into shouts, which have built-in cooldowns, and added them to their spell lists. However, now the issue is that while the NPCs do use the shouts, they do so very rarely, even when the cooldown is ready. They’ll often shout once at the start of battle and then go the rest of the fight without using the ability again, making the ultimates feel almost pointless. What’s odd is that years ago, I created similar mage NPCs with shout-based ultimates, and they used their shouts much more reliably — right after the cooldown was up. Unfortunately, I can’t remember how I made that happen back then, and I no longer have access to those old NPCs. Here’s what I’ve tried so far: Assigned a custom Combat Style to prioritize shouts, setting the shout multiplier to 10.0 (the max). Increased the shout’s damage to make it more appealing than their basic spells. Nothing seems to work. Does anyone have any suggestions on how to get these mages to use their shouts more frequently? Ideally, I want them to shout as soon as the cooldown is over, and I’ll handle the balance by tweaking the cooldown timer. Any ideas would be much appreciated!
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Hello everyone! I'm trying to make some weapons cast spells upon power attacking, and i've had some success doing so, but the process is so full of details, that it got me stumped right now. The mod Colorful Magic has a version of the Bloodskal script that lets you choose which spell you want to cast for every power attack direction, and this seemed exactly what i wanted, because the original Bloodskal only has two types of spell to be cast, the horizontal and vertical wave beam. The thing is that while this script works perfectly for greatswords - i can power attack in any direction and it will cast all the spells - it doesn't fully work for one handed swords, it will only work for sideways power attacks and back power attacks. On top of that, it won't work for left handed power attacks, and since i plan to apply this behavior of casting spells on power attack for a dual wielding npc, this is a problem for me. Since i don't have access to the source scripts of Colorful Magic, i can't see how it checks for each type of power attack, so i decided to create my own script based on the vanilla Bloodskal script. I saw that it checks for power attacks, but since i'm a newbie with skyrim scripts, i'm not familiar with what corresponds to one handed right and left power attacks. Upon searching that on google, i actually found a post on reddit that tries to cover basically what i want regarding this script - a way to check for each type of power attack, including left handed and dual wield, and cast a spell accordingly. https://www.reddit.com/r/skyrimmods/comments/jvkmw8/i_found_a_way_to_apply_the_bloodskal_blade_effect/ I made some changes to the script and compiled it in CK, added it to a magic effect, added the MGEF to an ability, and created a perk that adds this ability. I added the perk to me through console to test it, but since only the npc will have access to this ability, i will add it directly to her perks. The script below is the implementation, but i added properties for two more spells to test if it would work the way i want it to, but i'm having problems with it. scriptname _MariaEduardaHurtadoWarglaiveAbility extends activemagiceffect spell property SpellToCast auto spell property SpellToCast2 auto spell property SpellToCast3 auto actor PowerAttacker event OnEffectStart(Actor akTarget, Actor akCaster) PowerAttacker = akTarget RegisterForAnimationEvent(PowerAttacker, "WeaponSwing") RegisterForAnimationEvent(PowerAttacker, "WeaponLeftSwing") RegisterForAnimationEvent(PowerAttacker, "AttackPowerStanding_FXstart") RegisterForAnimationEvent(PowerAttacker, "AttackPowerRight_FXstart") RegisterForAnimationEvent(PowerAttacker, "AttackPowerLeft_FXstart") RegisterForAnimationEvent(PowerAttacker, "AttackPowerBackward_FXstart") RegisterForAnimationEvent(PowerAttacker, "AttackPowerForward_FXstart") endEvent event OnAnimationEvent(ObjectReference akSource, string asEventName) int WeaponType = PowerAttacker.GetEquippedItemType(0) bool Rotation = PowerAttacker.GetAnimationVariableBool("bAllowRotation") bool LetsSneak = PowerAttacker.IsSneaking() if asEventName == "WeaponSwing" if (WeaponType == 6) if (PowerAttacker.GetAnimationVariableInt("iState") == 12) debug.Notification("Fixed 2-H Power Attack for axes and hammers; works with sneak.") SpellToCast.Cast(PowerAttacker) endIf elseIf ((WeaponType > 0) && (WeaponType <5)) if !LetsSneak bool LeftAttack = PowerAttacker.GetAnimationVariableBool("bLeftHandAttack") if LeftAttack && Rotation debug.Notification("Left handed Power Attack") SpellToCast.Cast(PowerAttacker) elseIf !LeftAttack && Rotation if (asEventName == "AttackPowerForward_FXstart") debug.Notification("Right handed Forward Power Attack.") SpellToCast2.Cast(PowerAttacker) elseIf (asEventName == "AttackPowerStanding_FXstart") debug.Notification("Right handed Standing Power Attack.") SpellToCast3.Cast(PowerAttacker) else debug.Notification("Right handed Power Attack.") SpellToCast.Cast(PowerAttacker) endIf endIf endIf endIf elseIf asEventName == "WeaponLeftSwing" if Rotation && !LetsSneak debug.Notification("Dual Wield Power Attack First Hit") SpellToCast2.Cast(PowerAttacker) endIf else ;every other animation event registered if WeaponType != 6 ;Necessary because for some weird ass reason, Bethesda decided to count hammers and axes power attacks to only count towards these events when sneaking debug.Notification("Greatsword power attacks") SpellToCast.Cast(PowerAttacker) endIf endIf endEvent The character i created is a demon hunter that unleashes different types of fel fire spells depending on her attacks. The behavior i want is casting spell1 when performing sideways power attacks with the right hand weapon or any power attack with left hand weapon, casting spell2 when performing a forward power attack with right weapon, and casting spell3 when performing standing power attack with right weapon. What happens, though, is that EVERY right weapon power attack casts spell 1, EVERY left hand power attack casts spell 2 (left weapon power attacks are being registered as dual wield power attacks for some reason), and the two last hits from the dual wield power attack are being registered as left hand power attacks (this causes the dual wield power attack to cast spell2 one time and spell1 TWO TIMES, which is really overpowered, so i don't want dual wield power attacks to cast spells), it's like bethesda inverted them for some reason, or my script is wrongly checking what power attack is being performed. Can someone help me?
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Followers get up from beds immediately
Giovanni1285 replied to Giovanni1285's topic in Skyrim's Skyrim LE
Ok so i added a sleep package to my follower and they do sleep on their own, but if try to command them to sleep they will get up as soon as i stop commanding them :sad: i guess there isn't much to do about that. Anyway, thanks for trying to help me :laugh: -
So, I might be late here lol, but I noticed that followers never seem to stay on beds after you stop commanding them, they immediately get up... this totally breaks immersion for me, c'mon, they can't even have a night to rest after all the battles they fought? I guess this happens because beth didn't want you to feed easily on them as a vampire, but couldn't they find a better way to do this, like putting a restriction flag on followers so they can't be fed on? Anyway, I wanted to know if there is a mod/ something to change in the Creation Kit so that followers remain sleeping on a bed after you command them, can anyone give me an insight??
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Help with making a healing follower?
Giovanni1285 replied to Derps4Days's topic in Skyrim's Skyrim LE
hey i found this and am trying to do as you said but im new to this, i can't find any more info on the process you describe. could you help me out abit? i got the AI package built with the conditions i think is right but i got lost after you said to attach to formlist and such. im getting headaches trying to dig up info on the process, it seems that after the basic tutorials guys like BIS and Darkfire have put out its you figure it the hell out yourself. I can't seem to get it working, i have already made the package and attached it to the formlist, then i made a new quest and created an alias with the combat override and still my follower wont heal me when I'm bellow the health threshold (< 0.3). Do i need to add a package for my follower in the AI packages tab? Or is making the quest and the alias enough? If so i am screwing something during the process and I don't know what it is... I took a look at the aliases of both quests and made my alias look like them, adding information inside Alias Factions and unticking some of the boxes at the top of the alias window to match the alias from your mod. Besides that, I opened the ChiomaraHealPlayer package and made my healer package look exactly like it, with the exception of the conditions, where i just put the GetHealthPercentage condition, but even though my follower won't heal me when I'm bellow the health threshold. I thought that making a follower heal the player through AI packages wouldn't be that hard, the condition just needed to be met so that the specified spell could act on the specified target. As I never really messed with AI packages, I really don't know if they are that simple, so i'm confused on what to do here. Anyway, thanks for taking time to help me, i really intend to get it working, so I will try again later when i get some free time Edit: Ok so now i made a duplicate of the _EldridHealParty package and put it into a formlist, but i still couldn't get my follower to heal me after putting this formlist into the combat override package list of the alias :/. I really need help with this as I don't know what to do at this point Edit 2: Hmmm I managed to get my follower to heal me now, I think i was testing on a bugged save, since loading an earlier save did the trick. The only thing now is that my follower only uses the healing hands spell, not the heal other spell, and i couldn't get the GetHealthPercentage condition to work... I will do more tests and see if i can solve that too. -
Help with making a healing follower?
Giovanni1285 replied to Derps4Days's topic in Skyrim's Skyrim LE
hey i found this and am trying to do as you said but im new to this, i can't find any more info on the process you describe. could you help me out abit? i got the AI package built with the conditions i think is right but i got lost after you said to attach to formlist and such. im getting headaches trying to dig up info on the process, it seems that after the basic tutorials guys like BIS and Darkfire have put out its you figure it the hell out yourself. I can't seem to get it working, i have already made the package and attached it to the formlist, then i made a new quest and created an alias with the combat override and still my follower wont heal me when I'm bellow the health threshold (< 0.3). Do i need to add a package for my follower in the AI packages tab? Or is making the quest and the alias enough? If so i am screwing something during the process and I don't know what it is... -
Anyone know from what mod/mods these weapons are?