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Everything posted by Durai
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Long story short, I have a radiant quest mod that I'm working on that is about 90% done. You talk to an NPC once a certain condition is met and he'll give you a radiant location to track down a 'relic'. He can send you to an Imperial ruin, an animal den, or a Falmer hive. I have it set up so the dialogue response is random and triggers one of three repeatable quests. Each quest has stages 0, 10, 20 and 100 (used to have 200 as well but this issue still occurred so I got rid of the last stage). A global variable is used to determine whether a quest is active (0 or 1). All the properties/aliases are set up properly, and no scripts failed to save. Every quest ends with a script like this attached to a fragment: I added the waits just in case the scripts were firing off too quickly in succession. So this works great (at first) for around a dozen quests. Then eventually the quests stop 'resetting' and each quests is stuck at stage 100. I've used console commands to try and force them back to stage 0 but I get some text similar to [GetIsID 0.00] repeated a bunch of times, with the quest still stuck at stage 100. This would cause the dialogue prompt to stop appearing once all 3 quests got stuck at stage 100 (conditions to start are all stages are at 0 and so is the global variable) I ended up adding a 4th dialogue that only appeared when the global variable is at 0 and all three quests are at 100 with the following fragment: The dialogue would tell players to come back a little later (homage to Caius Cosades) and then fire the script. Lo and behold this worked out nicely. I'd go away for a day and then I'd be able to do my radiant quests again (then rinse and repeat, ad nauseam) My question is why do my stages get stuck to begin with? Is it because I'm not using the Story Manager? Are the aliases finding it difficult to find a location (despite the fact there should still be available locations)? Is this just how radiant quests are? Any help is greatly appreciated!
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I want to make some personal edits to a couple mods, but I don't have a firm understanding of SPID. Specifically I want to know how to use SPID to remove the need for a cloak spell. A lot of older mods that used cloaks updated to using SPID but there are a few that I want to use that didn't. Can anyone help?
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One of the mods I enjoy using in my current playthroughs is More Interesting Loot Reborn, mostly due to these enchanted gems you can find when looting chests. Some increase your magic resistance, others fortify melee attacks or regeneration of health/magicka/stamina. My only nitpick is that they're usually OP (the magic resistance it gives you is 80% right off the bat) and you can get quite a bit of jewelry/items that just take up space (or make you rich too quick). So I want to create a mod where you can convert enchanted items into scrip (probably call it [Enchanted Scrip] or [Aetherial Scrip]) and then exchange the script for tokens/gems/runestones that give small player buffs (one/two-handed weapons do 5% more damage sort of thing). The items stack, so this would allow you to clear out items that you'll never use for buffs that accumulate into something substantial. I already have a plan for the scrip vendor as I've done something similar before. The part that I need help with is the converting of items *into* scrip. For now I'd settle for a simple system that converts based on whether the items are unenchanted or enchanted. It would just need to be able to detect and convert modded items as well. I know [World's Dawn] had a similar mechanic with converting items into Augmenting dust/gems/crystals/stones, however that was based on stats introduced in the mod and I can't figure out how it was done. If anyone has any insight into that I'd greatly appreciate it.
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So I know there is are tutorials out there that explain how to make a radiant quest that sends you off to a random location to kill a random enemy (bandit/beast/undead/etc). That's no problem for me. What I'd like to do however is create a radiant quest similar to(if not exactly like) the Escaped Criminal quests you get from the companions. I did a quick look through the creation kit and yeah, it looks like it requires a bit of planning. What I'd like to know is if there are any tutorials that explain the steps I need to take to make my own, or if not then what steps could I add to a basic radiant quest to make it more like the companions one. Any help is greatly appreciated!
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SSE Updating xmarker, but script still uses old location?
Durai replied to Durai's topic in Skyrim's Creation Kit and Modders
I have and unfortunately it doesn't update to the new changes either. Still uses the old xmarker location from when I first made the mod. Do I need to update a seq file or something? I feel like this shouldn't be as complicated as it is. :( P.S. the whole reason I moved the xmarker is because the original locations wer within the shrines, causing horses to get stuck in certain ways if the shrine was too small. -
https://www.nexusmods.com/skyrimspecialedition/mods/35482?tab=description Alright so it was suggested to have horses teleport w/ the player and his followers for my mod, and I've been tinkering with doing just that. However, after adjusting where the xmarker is placed (mod uses script with moveto) the wayshrines/teleport stone still use the old location of the xmarker. I've tried clearing the properties of the scripts and re-auto filling them. Didn't work. Then I tried clearing the properties, and manually selecting them from the render window. Didn't work. Is there something I'm not understanding? Do I have to remove the scripts when packing them in the creation kit and re-add them or something? Do I have to ceate -NEW- xmarkers and then add them to each and every script that's attached to an activator? Do I need -NEW- activators? Any help is appreciated.
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Well I just found out what my problem was. Apparently the shield that I'm using is causing the problem. It's an enchanted shield from the Summermyst Enchantments mod (Enchantment of the Frozen Tower or something). When I use a vanilla shield my zombie is just fine. Sorry I can't help with your problem shumkar but thanks for trying to help with mine!
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Ah, I'm playing SE. You have the Twin Souls perk as well?
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So this just started happening, and I wondered if anyone else has encountered this from past experiences. If I reanimate (vanilla spells or mod spells) an npc (either left hand alone or dual casting)and then try to equip something else into the left hand (weapon/shield/another spell) the npc immediately turns to dust. Doesn't happen with the right hand, so I can play around it for now. Anyone ever have this occur before? Is this a known glitch or is a mod most likely the culprit?
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Thank you all for your speedy responses! Two quick questions: 1. Would creating a RefAlias for the player and attaching a seperate script that counts the diseases (Formlist and GlobalVariable), let the spell execute faster? There is a bit of a delay by having all of the code in just the one script, so maybe splitting the difference might help? If not then I'll leave the script as is. 2. I've been studying one of the scripts from Apocalypse spell mod (Pale Shadow I think) and have a spell that has a script to summon a shade (like from Kilkreath) when the player reanimates a corpse. It works fairly well, however I'm having a little trouble getting it so that if the player reanimates a new corpse before the effect finishes, the previous shade gets removed (unless their command actor limit is two or more). In short, when the reanimated corpse dies (again) they shade needs to go bye-bye. I'm not sure what even or function I need (if even possible). Thanks in advance!
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Essentially I'm attaching a script to a spell that will grant the caster up to several beneficial effects based on the number of diseases they have at the start of the effect. My issue is I don't know if this can be done with a formlist or if it has to be several If/elseif statements. Every example of formlist I find is about adding a spell from the list to the player or adding a new form to an existing list. Is what I'm trying to accomplish even possible?
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So I had my NPC set up fine earlier. He would initiate dialogue with the player, then offer his services as a merchant. Then the option to start getting quests from him would appear. I had it conditioned so when the merchant quest got set to 1, the dialogue from the other quest would appear. However, after doing more work on said quest, the option to initiate the quest via dialogue doesn't show up anymore. I don't know if it's because I set the quest type from none to Side Quest(I started created the quest before I knowing all the details), or because I updated the SEQ file. He still offers to buy/sell, I just need him to start offering quests. Does he need a quest giving faction like a merchant needs a merchant faction? Any help is appreciated. P.S. I have the SEQ up to date and given him a custom voicetype. Also the quest for his merchant lines is set to Miscellaneous.
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So I worked out a way to do what I wanted, even if it resorted to creating unarmed "weapons" and giving them a scripted enchant. However I have a new problem that I need help with: I created a formula to boost unarmed damage when the player equips the fist "weapon" I made. However, if the player uses any item that boosts unarmed damage (Gloves of the Pugilist) and they unequip the fists first, then enchanted gloves, their unarmed damage gets messed up. The problem can be fixed by unequiping the enchanted item and then equiping/unequiping the fists, but this can be immersion breaking. Is there a way for me to script it so the fists store the first value of unarmed damage before any enchanted items buff them? I was thinking of storing the initial value as an int, but I can't remember how that works, or if it works at all. Any help is appreciated!
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So I'm working on a mod for my brother so he can do a "Monk" playthrough of Skyrim. 2/3 of the script works as intended (after adjusting some values) but this last part has me stuck. In short, the player's One-Handed skill should increase every time they strike an opponent bare handed. No increase ever occurs. If any of the code looks off, it's because I'm typing this from memory. This script is attached to gauntlets that the player character wears. However the notification never displays. The other scripts I have attached to the gauntlets work just fine (and display their notifications when the conditions have been met). Did I code it wrong, or should it not be attached to the gauntlets? If not, where should the script be attached to? Any help is greatly appreciated!
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So long story short, I play Guild Wars 2 every so often, and think adding scepters to Skyrim would be fun. Unfortunately I can't seem to get a script down for doing it. All I would need is for a spell to cast once the player swings their weapon, but I don't know if I need to attach the script to the weapon itself, create an enchantment on the weapon, or create an Alias linked to the weapon. If anyone can help I'd appreciate it. Here's what I've go so far:
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The idea is kind of simple in theory, but probably not so much in practice: Have people give us reason to travel to their holds. Let me explain what I mean. Recently I started a new playthrough of Skyrim using the "Live Another Life" mod and decided I'd skip the vanilla storyline. I was a patron of the Dead Man's Drink Inn who decided to go adventuring - great! I knew from past playthrough's that the closest village was Riverwood, so I made my way there. On my way, I kill bandits and gather ingridients/leather - perfect! I am able to create light armor in Riverwood, make a couple potions and do some trading with the locals - wonderful! Eventually I ask the barkeep for leads on work, and he gives me a bounty from the Jarl - superb! I kill the bandits within Whiterun hold, then return to Dragonsreach to collect my bounty. Did this two more times and realised... I'm stuck. Not in the literal sense, but immersion-wise. I know the Dawnguard storyline will start at around level ten, but role-playing wise I've no reason to go to any other holds (for now). I know in time I'll get a letter from a Jarl to buy land, a letter for the Dawnstar Museum, and letters from Calcelmo about enchanted Dwemer armor/weapons I find, but those are few and far between. How about a letter from the Jarl of Morthal calling any brave soul to discover the cause of the fire that killed a mother and child in the village? Or how about a letter from the concerned citizens of Windhelm, asking adventurers to come and put an end to the Butcher? A letter from a miner in Shor's Stone asking for someone to come and clear out the mine of spiders? Better yet, an anonymous letter from a conspiracy theorist who wants the other holds to know something foul is going on in Markarth! These were a few of the ideas that ran through my head as I stared at the Whiterun gates, wanting to venture out into the world, but finding very little reason to do so... I know there are those who would ask why I don't try doing this myself, and I would if I could. However I'm constatnly tweaking my own mods that I use, and don't want to divert more of my own playtime. So if anyone has the time and thinks this could be a worthwile mod in the making, please do so. I'd sure as hell would be greatful, that much I know!
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Thank you so much! That helped me complete the last part of my script! Praise Talos!
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Does anyone know how (if at all) I can find the values of a fortify enchantment? I'm modding a staff so that its power increases (with a formula) based on any fortify enchantments. Example: Staff of Fireball's power would be equal to (*WeaponDamage) + (DestructionSkillLevel * .05) + (FortifyDestructionMagnitude) I can get the skill levels by using this function: But I don't know how to find the strength of the fortify enchantment. Any help is greatly appreciated (even if the answer is that it's not possible!). *I know staves don't have weapon damage but my mod calls for this one to. EDIT: Actually I just realized I placed this in the wrong forum; can a mod please move it to the Troubleshooting section please?
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So after following some instructions on creating a custom transformation, I made a custom Race power that lets the player turn into a Werebear. Unfortunately, the instructions never mentioned how to have the custom transformation feed on dead bodies. Eventually I figured out how to make the player feed on dead opponents while a Werebear. However, the final hurdle happens to be having the player gain health each time they feed. If anyone knows what files I need to edit, please let me know. Here's the instructions I followed in case anyone wanted to see what I did:
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So I'm working on a mod that'll give players an amulet that'll boost their stats when becoming a Werewolf (seriously underpowered at higher levels). I have two scripts: one on the actaul amulet, and one on the player. It works well except for one thing; modding the healrate actor value does nothing while being a Werewolf. I've used the ingame commands to view my healrate and it shows it being at 1.5. However, after taking some damage, my health never regenerates. If anyone can tell me what I'm doing wrong, please let me know. Here's the script for the amulet: And here's the one on the player:
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Please, any guidance would be helpful; I'd like to submit this someday to the nexus...
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So shortly after Dawnguard was released for the PC, I worked on making an amulet for Werewolves that would allow them to be somewhat playable for a good portion of the game. I succeeded to an extent but because I'm no pro at scripting, there were some glaring issues with mod. 1. If I wear the amulet well after my first transformation, the script that is supposed to reset the stat increases causes my character to suffer from stat decreases. 2. Without a way to force the amulet to re-equip after reverting back to my original race, the stat increases can remain permanent (until the amulet is re-equipped and resets the stats). I'm hoping someone here can help me rectify these mistakes so I can enjoy my mod as I originally intended. Here's the script that I was able to write so far: Scriptname WerewolfAmulet001 extends ObjectReference Race Property WerewolfBeastRace Auto GlobalVariable Property WasWerewolf Auto float BaseHealth float BaseDResist float BaseUnarmed float BaseMResist Function BaseHealth (Actor TargetActor) BaseHealth = TargetActor.GetBaseActorValue("Health") as Float EndFunction Function BaseDResist (Actor TargetActor) BaseDResist = TargetActor.GetBaseActorValue("DamageResist") as Float EndFunction Function BaseUnarmed (Actor TargetActor) BaseUnarmed = TargetActor.GetBaseActorValue("UnarmedDamage") as Float EndFunction Function BaseMResist (Actor TargetActor) BaseMResist = TargetActor.GetBaseActorValue("MagicResist") as Float EndFunction Event OnEquipped(Actor akActor) BaseHealth(akActor) BaseDResist(akActor) BaseUnarmed(akActor) if akActor == Game.Getplayer() If WasWerewolf.Value == 1 Game.GetPlayer().ModAV("DamageResist", -200) Game.GetPlayer().ModAV("Health", - 100) Game.GetPlayer().ModAV("UnarmedDamage", - 25) Game.GetPlayer().ModAV("MagicResist", -35) WasWerewolf.SetValue(0) Else Game.GetPlayer().SetAV("Health", BaseHealth) Game.GetPlayer().SetAV("DamageResist", BaseDResist) Game.GetPlayer().SetAv("UnarmedDamage", BaseUnarmed) Game.GetPlayer().SetAV("MagicResist", BaseMResist) EndIf endif endEvent Event OnUnequipped(Actor akActor) If akActor == Game.GetPlayer() If Game.GetPlayer().GetRace()==WerewolfBeastRace WasWerewolf.SetValue(1) Game.GetPlayer().ModAV("Health", 100) Game.GetPlayer().ModAV("DamageResist", 200) Game.GetPlayer().ModAV("UnarmedDamage", 25) Game.GetPlayer().ModAV("MagicResist", 35) EndIf EndIf EndEvent If someone/anyone can lend me a hand I'd be most appreciative. I'm trying to get the amulet to re-equip after the Werewolf transformation ends, as well as figuring out someway to prevent the script from decreasing stats if the amulet was not worn before the first transformation.
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Okay so long story short I made a mod for werewolves/vampire lords that activate when equipped/unequipped. The mod works fine on my computer, but when I gave them to my brother to use the amulets do nothing on transformation. Anything else I mod turns out fine (made non-enchanted Vampire Lord armor so he could put custom enchantments on it) but the amulets scripts don't seem to activate as they should. So now I need several volunteers to test out the amulets: http://www.mediafire.com/?toy9eih2jhoaact I've included everything I could think of to make the mod work. FYI, these were designed to be worn before the player is ever infected with Lycanthropy/Vampirism. As such when you equip them, your stats will automatically reduce. To fix them, use these functions: "Amulet of the Beast" (Vampire Lords) ModAV "Health" 100 ModAV "DamageResist" 100 ModAV "UnarmedDamage" 25 "Amulet of the Beast" (Werewolves) ModAV "Health" 100 ModAV "DamageResist" 200 ModAV "MagicResist" 35 ModAV "UnarmedDamage" 25 Any help is appreciated guys!
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Okay so long story short I made a mod for werewolves/vampire lords that activate when equipped/unequipped. The mod works fine on my computer, but when I gave them to my brother to use the amulets do nothing on transformation. Anything else I mod turns out fine (made non-enchanted Vampire Lord armor so he could put custom enchantments on it) but the amulets scripts don't seem to activate as they should. So now I need several volunteers to test out the amulets: http://www.mediafire.com/?toy9eih2jhoaact I've included everything I could think of to make the mod work. FYI, these were designed to be worn before the player is ever infected with Lycanthropy/Vampirism. As such when you equip them, your stats will automatically reduce. To fix them, use these functions: "Amulet of the Beast" (Vampire Lords) ModAV "Health" 100 ModAV "DamageResist" 100 ModAV "UnarmedDamage" 25 "Amulet of the Beast" (Werewolves) ModAV "Health" 100 ModAV "DamageResist" 200 ModAV "MagicResist" 35 ModAV "UnarmedDamage" 25 Any help is appreciated guys!
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Need help with a new script for the Vampire Lord
Durai replied to Durai's topic in Skyrim's Skyrim LE
Aaaaaaand now I feel dense.... The answer was so obvious that I didn't realize it until I stopped thinking about it. As the old saying goes: "What goes up, must come down." Since we used ModAV to increase the values, we had to use them again to decrease the values. But I didn't discover the answer until I used your ModAV("XX", BaseXX - 100) syntax and found that the values were near doubling. I thought to myself "But I just wanted the base minus 100! Why is this happening?!" Then it struck me: I was telling the script I wanted to INCREASE the VALUE by the Base - 100, instead of simply just decreasing the BASE by 100! Now the script works perfectly! Thanks again SoulLimit, your help has been invaluable to my script! P.S. Do you happen to know a script that forces an item to equip after a transformation? I.E. the Werewolf? I want to use this for the Werewolf as well but this particular script works because the items are forced to equip once the player reverts. If I tried it for the werewolf, the increases would occur due to the transformation, but by not re-equipping the items the player can avoid the decreases...