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Delta

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Posts posted by Delta

  1. 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
  2. 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?
  3.  

    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)
    EndEvent

    I 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) 
    EndEvent

    Thanks, 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

  4. 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

  5. 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!

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