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Everything posted by HurricainReaperProductions
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SSE How to, weapon perk?
HurricainReaperProductions replied to Werepire's topic in Skyrim's Creation Kit and Modders
use the keyword actortypeNPC for people -
look at the voice of the sky spell it has a script that adds you to a faction for x amount of time just duplicate this magic effect and spell create a faction with hostile or not to player and then change the script to your faction and then make the script a constant effect and remove duration in the magic effects then make it either an enchantment or use the built in dragonborn dlc script used by the ring of arcana azhidal rings and add the spell to that script after attaching it to you armor weapon or what have you then whenever you equip that item you get that faction applied to you and when unequipped it does not
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only thing i ca figure out from what you ahve written is epmagic_HasSkill - Alteration + 1 to epmagic_HasSkill - Alteration >= 60
- 1 reply
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- creation kit
- perks
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SSE Custom Dragon - No Walking!
HurricainReaperProductions replied to Adventurer1111's topic in Skyrim's Creation Kit and Modders
Look at my Dragonling rookery mod it uses a custom ai package that works for perm hover also you might want to set the size to 0.1000 in the npc not race. You can fiddle with size yourself You can use xedit to copy my ai package and Dragonling npc template to work on -
0k ill try to give more information the scrip[ above is a modified script from my dragonize mod which has a set of sequences to work 1 - add a custom ring with unique slot that when equpped changes your race to designated race 2- custom dragon aspect script is used to equip ring as a constant effect that is activated through the add ability feature on a second fire and forget script and is permanent until you use the revert spell which is a dispell type spell the posted script is a modified script that does all that but instead of race it is armor problem it is a constant effect and it is and armor equip script but it interferes with the body of your race when not in werewolf form what i really am wanting to create is a script that adds a perk instead which is simpler and should have no mesh problems that 1- when gain the perk if player becomes werewolf form equips the custom skin and removes the skin effect when not in werewolf form problem i made a working one but it still has a bug skin changeds to custom skin but does not last as long as werewolf form if you extend time as werewolf by feasting on hearts please help with a solution to the perk problem that makes it so the perk is constant but only works as a werewolf form and lasts as long as you are in werewolf form and then when not in werewolf form is dormant and not in effect
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now to make it give you quarried ston try Scriptname RockRemoveScript extends ObjectReference ObjectReference Property RubbleXMarker Auto MiscObjectReference Property QaurriedStone Auto Event OnActivate(ObjectReference akActivator) If akActivator == Game.GetPlayer() ; did player activate RubbleXMarker.Disable() Game.GetPlayer().AddItem(QaurriedStone, 50) EndIf EndEvent}
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i made a mod that uses this script on a ring that is equipped after casting the spell when the ring is equipped the werewolf skin chosen should change from the normal werewolf skin to the new one what i would like is a passive ability granted through perk that makes it so if you have the perk and ability when you transform into a werewolf your werewolf sklin changes to a custom one
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here is the script i have so far sound property SoundFX auto faction property new01 auto faction property PlayerWerewolfFaction auto Armor property WerebeastSkin auto race property PlayerOriginalRace auto race property WerebeastRace auto function OnUnequipped(Actor akActor) if akActor == game.GetPlayer() game.GetPlayer().SetRace(PlayerOriginalRace) game.GetPlayer().UnequipItem(WerebeastSkin, true) imagespacemodifier.removeCrossFade(2.00000) game.SetPlayerReportCrime(true) game.GetPlayer().SetAttackActorOnSight(false) game.GetPlayer().RemoveFromFaction(new01) game.GetPlayer().RemoveFromFaction(PlayerWerewolfFaction) endIf endFunction function OnEquipped(Actor akActor) if akActor == game.GetPlayer() PlayerOriginalRace = game.GetPlayer().GetRace() if PlayerOriginalRace == WerebeastRace game.GetPlayer().EquipItem(WerebeastSkin, true) endIf game.GetPlayer().AddToFaction(new01) game.GetPlayer().AddToFaction(PlayerWerewolfFaction) game.SetPlayerReportCrime(false) game.GetPlayer().SetAttackActorOnSight(true) SoundFX.Play(game.GetPlayer() as ObjectReference) utility.Wait(2 as Float) imagespacemodifier.removeCrossFade(2.00000) game.ForceThirdPerson() utility.Wait(1 as Float) endIf endFunction
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SSE How to, weapon perk?
HurricainReaperProductions replied to Werepire's topic in Skyrim's Creation Kit and Modders
i recently made a similar change try adding all keywords of actortypeanimal and actortypenpc along with actortypecreatueres to the script also make it a new script you dont want to overwrite base scripts if your not meaning to edit: just found the simplit way to do this use the perk for the targe of the blooded use it as a reference to single out an item and apply effects -
[LE] Magic effect scripts
HurricainReaperProductions replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
look in the potions section for esberns potion or the blades alch magic effect it has a script that adds perks when put in a potion. just make copies and then set the perk you want instead of the blades perk -
SSE Even More Interesting NPCs
HurricainReaperProductions replied to TheWinterwolf134's topic in Skyrim's Mod Ideas
citzens of tamriel are similar to an expansion of interesting npcs also if you use inconsequential npcs citizens of tamriel adn interesting npcs together the world is full of unique npcs- 4 replies
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- npc
- interesting
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