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DracoX09

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Posts posted by DracoX09

  1. I mean the original spell/ability. These scripts have to be put on a new magic effect, and a new spell, which of course can be a lesser power.

    That's how all the toggle abilities in my mods work.

     

    It's a new magic effect and new lesser power spell per toggle, btw.

     

    So it'll basically be like this:

    Spell1MagicEffect

    Spell1

    Spell1ToggleEffect

    Spell1TogglePower - Player gets this one

     

    And so on for all your spells.

     

    Thank you so much! Again! Really wish I knew more about scripts and making mods, hopefully I'll learn more as I go on. You sir, are awesome!

  2. I have spells for my mod Bound Elemental Arrows, but was hoping I could make them into powers so the character could conjure the arrows with a bow equipped. Unfortunately just changing them into powers doesn't really work very well as the magic effect stays on the character for the full duration, and if the power is cast again the arrows are removed but the effect is not, and then using the power again won't do anything until the effect ends. Is there a way that I can just make the powers toggle like night-eye?

  3. Presumably the mod you looked at was mine, or at least something like it.

    https://www.nexusmods.com/skyrimspecialedition/mods/6844/?

     

    I assume you want these specific arrows to cost magicka?

    Assuming it's the arrows:

     

    Scriptname BoundArrowCostScript extends ReferenceAlias
    
    ReferenceAlias Property Caster Auto
    Ammo Property myElementalArrow Auto
    Int Property MagickaDamage Auto
    
    Event OnPlayerBowShot(Weapon akWeapon, Ammo akAmmo, float afPower, bool abSunGazing)
         If akAmmo == myElementalArrow
              If (Caster.GetReference() as Actor).GetActorValue("Magicka") >= MagickaDamage
                   (Caster.GetReference() as Actor).DamageActorValue("Magicka", MagickaDamage)
              Else
                   (Caster.GetReference() as Actor).UnEquipItem(AkAmmo)
              EndIf
         EndIf
    EndEvent
    

    This should hypothetically work. BUT make sure you fill in ALL the properties for the script, or it will do nothing. This includes the alias you have in there.

    If you want the arrows to have different magicka costs, you'll have to add more aliases, and put this script on each one, all of those aliases will need their properties filled out.

     

    ALSO:

    Your spell that summons the arrows should have its own script that puts the player into the Alias.

    I assume yours is similar to this, just make sure you're assigning the player to the alias:

     

    Ammo Property myElementalArrow Auto
    Int Property ArrowCount Auto  
    ReferenceAlias Property Caster Auto
    
    
    EVENT OnEffectStart(Actor akTarget, Actor akCaster)
    	Caster.ForceRefIfEmpty(akTarget)
    	akTarget.AddItem(myElementalArrow,ArrowCount,TRUE)
    	akTarget.EquipItem(myElementalArrow, TRUE, TRUE)
    endEVENT
    
    EVENT OnEffectFinish(Actor akTarget, Actor akCaster)
            akTarget.UnequipItem(myElementalArrow)
    	akTarget.RemoveItem(myElementalArrow,akTarget.getItemCount(myElementalArrow),TRUE)
    	Caster.Clear()
    endEVENT
    

    Just make sure the alias is filled properly in the properties. As Rasikko said above, scripts get messed up sometimes if they're running in your save and you change them, so do your testing on a save that has not had the mod active before, and just add the spells to your character via console.

    Yes, the mod I looked at was yours. I actually couldn't find it in my mod list for some reason, so I'm glad you replied to this, now if I can get this working, I can give credit where it is due. Thanks for the help, I'll be trying this out sometime this week.

  4. I recently created my first mod and updated it a few times. Basically conjuring different types of bound arrows with different damage types. And I wanted to make it so every time the player shoots an arrow, it would cost a certain amount of Magicka. I've tried modifying a script from another mod just to see if I could get it to work, but as scripting is completely foreign to me, I was able to modify and compile a script and attach it to the magic effect, but it doesn't actually do anything.

     

    Script that I modified:

     

    Scriptname BoundArrowCostScript extends ReferenceAlias
    ReferenceAlias Property Caster Auto
    Ammo Property boundArrow Auto
    Int Property MagickaDamage Auto
    Event OnPlayerBowShot(Weapon akWeapon, Ammo akAmmo, float afPower, bool abSunGazing)
    If akAmmo == boundArrow
    If (Caster.GetReference() as Actor).GetActorValue("Magicka") >= MagickaDamage
    (Caster.GetReference() as Actor).DamageActorValue("Magicka", MagickaDamage)
    Else
    (Caster.GetReference() as Actor).UnEquipItem(AkAmmo)
    EndIf
    EndIf
    EndEvent
    My mod, if you need it to determine any other way I might accomplish this:
  5. I know the mod you're talking about, because I actually used it a few years ago. But it's not quite what I wanted as all I want is to conjure the arrows. I actually recently made a basic mod for what I wanted while watching some Creation Kit tutorials, so now I have a very basic mod that I wanted. Thank you though. I'll probably upload it to the Nexus soon.

  6. I know Spectacle created the Bound Arrows spell and liked the idea of summoning your own arrows while using any bow you want. But I think it would be really cool to create a power that would allow you to have infinite bound arrows for a short time, like 5 minutes, but would cost a small amount of mana to fire each arrow like the Unending Bow mod from Fantafaust. And also adding seperate powers for things like fire, frost, or shock arrows.

     

    I don't have any experience with creating mods, hence my posting the idea here.

     

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