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Posts
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Everything posted by Zazulio
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Thanks for the reply! I'll be sure to go check out the thread for Apocalypse on Oldrim to see if anybody has some insights. As far as your suggestions, how would you set that up within the creation kit to make the usage of the spell as seamless as possible, if you were to tackle it? Since it is a concentration spell, I cannot lower my hands or sprint. I can try jumping, to see if that helps, but it's obviously not ideal to have to take every time I cast the spell to make it work properly. :D
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Heya! I've been playing around with the creation kit for the first time over the past couple of days, and I've been having a blast with it. I've obviously still got a lot to learn, but I was able to make a couple of simple spells that I wanted to have, and they work perfectly, so that was a nice little confidence booster! Unfortunately, I've come up against a wall with another spell that I thought would be very straightforward! I'm trying to create a concentration-type spell that boosts my character's movement speed while active, and I just can't seem to get it to work correctly. I know there is a similar spell (Longstrider) in the Apocalypse spell pack, and I tried looking at the data files to see how that modder did it, but I'm having trouble making sense of exactly what he's done. I tried messaging him, but either his inbox is full, or he has disabled private messages. I was hoping ya'll could give me some insight on this. I created a magic effect with the following, and attached it to a spell: Effect Archetype: Value Modifier (SpeedMult) Casting Type: Concentration Delivery: Self Recover, No Area, PainlessThe casting effects are working properly, but not the actual boost to movement speed. I concentrate the spell and start moving -- and no change! I tweaked the magnitude and such, but no dice. So, I hit google to try and figure out the problem. I read that speedmult works, but not until it receives a signal that some other effect has changed your speed, such as sprinting, or a change to your inventory weight. To test that, I started channeling the spell, then entered my menu and dropped an item. Voila! Fast movement until I stopped channeling! I went back to the creation kit and tried adding a secondary magic effect to the spell that raised my inventory weight by one, figuring that would solve my problem. All other factors were the same: casting type, delivery, recover, no area, painless, etc. Sadly, this still didn't work. I channel the spell, and my speed does not change while channeling. Instead, when I stop channeling, I see a very short (fraction of a second) burst to my speed. When I go into my inventory and check the weight of my carried items, I can see that the spell *does* correctly change the carry weight while being concentrated on, and reverts it once concentration has ceased. So, it seems that instead of the speed multiplier noting that my inventory weight has changed at the beginning of the concentration, as I had hoped, it's only detecting the change at the end, when my inventory weight reverts back to the original figure. That basically stumps what I know about how to use the creation kit, so I was hoping ya'll could enlighten me on the best way to get around this little eccentricity. I know I could just go use the Apocalypse spell pack to get the same basic effect, but that adds a lot of content I'm not too interested in. I'd also like to tweak my version to add a waterwalking effect to the spell. Besides that, I'd simply like to how to deal with this problem, so that if (when) I run across other weird hiccups as I continue to learn and practice, I will know more about the quirks of the kit and be better prepared to work around them! Thanks, dudes.
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Hi! So, today's my first day playing around with the construction kit. I've watched a couple tutorials and think I understand some of the very simple basic functions of the tool, and now I'm trying to make my first little mini-mod. I want to add "Touch" destruction spells, and targeted concentration spells, but I'm not sure about how to properly go about this since neither seems to exist in the base game. Touch Spell Pretty basic stuff, here. I want a Flame Touch, Shocking Touch, and Freezing Touch spell. The idea is that I charge a blast, release it, and an arms-length target is struck by a blast of flame, electricity, or ice. So, in the creation kit, I duplicate a fire spell, erase the effects, change the conditions to "Fire and Forget" and "Target Actor," and set the range to five feet. However, when I try to add a new effect to get the fire damage, I don't seem to actually have any fire damage options available in the drop-down menu. I see Banish, Soul Trap, Invisibility, Muffle, and several other things, but no actual damage -- fire or otherwise. What is the most effective way to get the effect I'm seeking? I'd like to avoid shooting an actual projectile, because that simply isn't what I'm looking for, but do I have to set the spell up as a projectile? If so, is there a way to hide the visible projectile? Targeted Concentration Spell The channeled spell in the restoration tree, healing hands, affects whichever target is in your crosshairs within a certain range. You simply hold the cast key, and the selected target is surrounding by a swirling glow and regains health. I want the same thing for destruction skills, to channel a non-projectile ranged spell that causes whatever target is in my crosshairs to be engulfed in flame, electricity, or freezing wind. Given that I couldn't even get my fire and forget touch spell to function properly, I'm even less sure about how to get this to work! Could ya'll offer some insight for a newby modder? I FIGURED IT OUT! I DIDN'T REALIZE I COULD CREATE CUSTOM MAGIC EFFECTS. :D
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I have been playing a spellsword, which has been quite fun, but the constant crackling of my lightning spells in the off-hand are driving me bugnuts! Is there a mod to simply mute the passive crackling noises of my spells while they're just sitting my hand (especially lightning?) I'm sure there is at least one out there, but my Google powers must be weak today. Thanks in advance.
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Here to report crippling download speeds (30-60 kb/s) despite no apparent internet issues on my end. The official Nexus diagnoser tool in the original post is showing a 404 on the download link, but my speedtest results are showing that I have a 20+ mb/s download rate. Not all files are having issues, just certain ones. For example, I'm trying to download the NMC texture overhaul for Fallout New Vegas, and Parts 2 and 3 of the large file are downloading without issue, but Part 1 is at the crippled rate. The same is the case for the Medium and Small file packs. I really hope we can find a solution to this soon. Playing Fallout without graphical updates is killing me I am dying help
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How about something that doesn't have the crotch and chest cut out for starters, Judas? Do you even really need to ask whether "chainmail bikinis" and armor with the chest and crotch cut out qualifies as "sexy armor?" I'm with the OP, here. I know big-tittied naked anime girl mods are popular here on the nexus, but I don't go for that crap. I'd like to see a compilation of believable, lore-friendly, functional-looking armors and weapons for both males AND females released, to help me find the things I'm looking for.
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Ditto cheers and jeers during various speeches and events. When the general rallies his men with an empassioned speech and only gets a single, "yeah!" from one of his men (usually during mid-sentence), it totally kills the effect.
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I'm absolutely sure this will be done, my man. There's been a lot of wondering about this already, and the fact that modders are already releasing so many "recolored orcish" dragon bone weapons tells me that it's only a matter of time until some modeler decides to remember the problem.
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I see some people have already taken stabs at making craftable knuckle weapons for unarmed fighters (which is cool), but they're invisible, and I'm a guy who likes something sharp to drive my point home. After seeing the Stormcloak Officer bracers, I first cursed that they were light armor only (come on!), and then immediately wondered why nobody made a line of gauntlets for unarmed fighters with similar styling? I'd be happy to even see existing gauntlet models tweaked with some spikes, blades, and other nasty protrusions, so that when my cat-dude is repeatedly slamming his fist into some hapless bandit's face, I get all the grisly joy I can from it, and so that I can at least mentally justify why it's possible for a comparatively tiny cat-dude to punch a massive dragon to death. What I'd ask: A line of craftable heavy gauntlets featuring pointy justifications for unarmed combat. Armor values on these gauntlets to mirror equivalent vanilla heavy gauntlet values (iron, steel, orcish, dwarven, etc). That these gauntlets be new, independent items that do not replace current heavy gauntlet models Here are some images of spikey or bladed or otherwise lethal, disfiguring, or unpleasant punching weapons for inspiration: http://theelderscrollsskyrim.com/wp-content/uploads/2011/12/Stormcloak-Officer-Bracers.jpg http://www.snyderstreasures.com/images/spy/commando/push/PDT-HandleSpike2FOA.jpg http://www.coldsteelknives.info/images/safemaker.jpg http://images.wikia.com/rage/images/6/63/FistsOfRage.png http://www.seraphswords.com/assassins-creed/altair-katar.jpg I don't need anything too ridiculously over the top (IE- six foot long samurai sword wrist attachments) just a few inches of "oh, that's why he's dead" welded to the end of some gauntlet models. Thanks, hope ya'll like my idea.