Jump to content
⚠ Known Issue: Media on User Profiles ×

Eskchan

Members
  • Posts

    8
  • Joined

  • Last visited

Nexus Mods Profile

About Eskchan

Profile Fields

  • Country
    Germany

Eskchan's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. Hello there. today i'm here with a question i would put under advanced scripting. The problem is the following: What i want to do is create a spell that teleports a actor to a specific location. Using Markers that is very easy to do. Now the problem is that i want it to work in returning him too when you cast the spell again. But that means that i need to "save" the actor the first time and get it back the second time. Given scripts only keep their ata as long as they run that does not seem possible. The only way i might see is storing the actor in a quest and have the script of the spell merely fill and ask the quest. However i am completely new to quest scripting and i have absolutely no idea how i would do that. Can anyone help me there?
  2. I have teh same problem with a big part of Hjerim missing when i load my mod. Both in the Creation Kit and In-Game. Without Mod it's fine. BUt it is not listed as modified cell in my mod and ignoring it won't help, i can't delete it because i get a error message for it, and generally nothing seems to work. Edit: Solved the problem. What you have to do: 1. Many Things, all missing things by me, where moved to a different cell, a completely custom cell in my case, upon deleting the cell they were in. If you have custom cells, check if there are any things that are not supposed to be there. If they are, delete them. 2. Open the details of the plugin, like described above. Click on the "D" all the way up, and scroll untill you find the list of all vanilla things deleted by you. Select all of them and press delete. It asks if you want to ignore them. Clock yes and next to the D there will be a I. 3. Load the Plugin in the Creation Kit, save it, close the creation kit. Done. Now everything should be fine again.
  3. Hello there. I am currently creating a mod but i have arrived at a point i don't get further. The problem is that i want a spell to change the surrounding atmosphere. It would be sufficient to use the eclipse effect auriels bow uses if you shoot the sun. Now the problem is as far as i know it always covers the sun, i just want it to float right at 12 o'clock the whole time untill it dissolves. The other problem is that as far as i know the fx stays a day, untill the sun goes down, i just want it as long as the spell is in effect and stop afterwards. Sadly i don't know anything about how the eclipse effect works since i am not able to open any dawnguard scripts. As a sidenote the eclipse does not have to take any effect on vampires if that would make it harder, i really only want the fx and the eclipse floating above me. I hope anyone can help me here. Thanks in advance.
  4. I am making a spell, that uses several effects. These are: - Boosting the Stamina, the Stamina Recover Rate and the Speed of the Character - Using a timeslowdown - Casting Detect Life - Changing the Vision Now these things all work, but i want it to be toogable, like the NightVision. Now i got it working for the Vision Change, the problem is just that i can't get it to work for the others since they don't use a script. It is a complex spell, that got different effects depending on your level, so i can't just use a own script that activates them all with apply and dispel and put THIS into a spell that toogles like Nighteye. Now can anyone help me? I figured i could just have the script ask for the casters level and use a usual if-function, that determines which effects to cast and which to dispel, but i am a beginner and don't have any idea how i would ask for the casters level. Please someone tell me?
  5. I stumbled upon this oblivion mod: http://tes.nexusmods.com/downloads/file.php?id=19641 and i just loved the idea. Now my question is, is there anyone who would convert this mod to Skyrim? I would do it myself, but i sadly don't know anything about modding. So would someone please do this, or is someone planning something alike?
  6. Hello sir,

    i recently stumbled upon your Uchiha Mod for Oblivion( http://tes.nexusmods.com/downloads/file.php?id=19641 ) and even though i sadly only have Oblivion for Xbox i have to say that this mod is really a great idea. Now my question is: Is there any chance that you might convert, remake or expand it for use in Skyrim? That would be awesome!

    Thank you in advance!

×
×
  • Create New...