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Posts posted by Delta
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I've tried but still doesn't work. I also forgot to tell that the spell that i want to cast is a buff to the player
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Hi guys! I'm trying to make a perk that triggers a magic effect after shouting, only in combat. I tried many options without success, if someone could help me I would be grateful.
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Hello! I'm working on a rework shouts mod and i'm facing a problem with Animal Allegiance: I've changed it to work as a projectile, but I don't know how to limit to one at time the number of animals you can recruit. The way I intend it to work is to make it possible for the player to change animal by using the shout on a new one, though losing the bond with the previous one. Is there any easy way to do that?
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Hey, sorry for the late reply. By the way, I've tried that script but doesn't work, I can still recruit more than one animal if the cooldown is low enough. Any idea?
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Hey, you need to change the VoiceAllegianceFactionScript. I would use a reference alias on a new quest to store the animal reference.
The vanilla script is this:
Scriptname VoiceAllegianceFactionScript extends ActiveMagicEffect Faction Property AllegianceFaction Auto Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.AddToFaction(AllegianceFaction) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget.RemoveFromFaction(AllegianceFaction) EndEventI would change it to this:Scriptname VoiceAllegianceFactionScript extends ActiveMagicEffect Faction Property AllegianceFaction Auto ReferenceAlias Property Familiar Auto ;this is your reference alias on your new quest Event OnEffectStart(Actor akTarget, Actor akCaster) Familiar.GetActorReference().RemoveFromFaction(AllegianceFaction) akTarget.AddToFaction(AllegianceFaction) Utility.Wait(0.5) Familiar.ForceRefTo(akTarget) EndEventThanks, your suggestion sounds is very useful. Do you have any advice on how to make this quest? I wouldn't know where to begin with, unfortunately
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Hey there! I'm working on a rework shouts mod and i'm facing a problem with Animal Allegiance: I've changed it to work as a projectile, but I don't know how to limit the number animals you can recruit to make it not exploitable. I would like to make it so that you can only recruit one animal, now permanent, and prevent the player from waiting and using the shout again to recruit multiple animals. Instead, the way I intend it to work is to make it possible for the player to change animal by using the shout on a new one, though losing the bond with the previous one. Is there any way to do that? Thank you
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Hi guys! I've some problems with SkyrimSE's Landscape, in practice there are horrible seams between terrain and snow textures (See https://imgur.com/a/3ieLr). Someone know how to fix this?
Graphic mods: SMIM, Noble Skyrim Mod HD, Enhanced Textures Detail, Terrain LOD Redone, Osmodus' SSE Texture Pack. Skyrim SE Improved Puddles, Skyrim Flora Overhaul, HD LODs Textures SE, Fluffy Snow and Majestic Mountain
Thanks!

Spell triggered after shouting
in Creation Kit and Modders
Posted
It works, but I've used AddSpell instead of Cast, that didn't want in any way.
This is the script, attached to an ability spell, attached to a perk. Thank you both guys!
Scriptname MyScript extends ActiveMagicEffect Actor property PlayerRef Auto string shoutCast = "BeginCastVoice" Spell Property MySpell Auto Event OnInit() RegisterForAnimationEvent(PlayerRef, shoutCast) endEvent Event OnPlayerLoadGame() RegisterForAnimationEvent(PlayerRef, shoutCast) endEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) if (asEventName == shoutCast) PlayerRef.AddSpell(MySpell, false) Utility.Wait(20.0) PlayerRef.RemoveSpell(MySpell) endIf endEvent