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Everything posted by Durai
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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
Great! Thanks! That actually got the health mod to function just like I wanted! However I came across a snag when trying to expand on the formula: I'm trying to get the amulet to do a couple mods when being un/equipped from the V-Lord transformation. The health function works flawlessly, however when I try and use the same formula to increase/decrease the players armor resistance, the increase occurs, but not the decrease. Am I doing something wrong or can the script not handle multiple mods to actor values? Thanks again for your help, I truly appreciate it! -
LE Active effects for Vampire Lords/Werewolves.
Durai replied to Durai's topic in Skyrim's Mod Ideas
Ah, I didn't know there was a glitch like that in the game; I'll have to see what happens when I part ways with her. Still, a mod for a werewolf amulet that increases armor/damage resistance would be nice. -
Need help with a new script for the Vampire Lord
Durai replied to Durai's topic in Skyrim's Skyrim LE
Thanks for your help SoulLimit, but it still does what I was afraid of: constantly adding 100 health each time it is unequipped. I know why it does it too; when being re-equipped to the player, it redoes the whole process over again. Namely, it checks the players current health. So if I am 550 when equipping the ring, then gain 100 hp from transforming, when I revert back to normal I am still at 650, and the ring set my health to what it currently is. Is there a way to set the health without including the modded actor value? -
Need help with a new script for the Vampire Lord
Durai replied to Durai's topic in Skyrim's Skyrim LE
Please, if anyone with scripting knowledge could take a look and just guide me in the right direction, I'd be very greatful... -
So me and my brother both love playing Dawnguard, but there are some things that hold it back in our eyes: Vampires: Drain Life Spell is very weak when being used as a high level character, making it near impossible to gain any perks; claw attacks are only slightly better, but not by much. Werewolves: Even with the new perks, they still have no armor ranking which still makes them less viable than just killing enemies in your base form. For these reasons, I'm hoping someone can create a mod with necklaces that adhere to these problems when they are unequipped from the character. I saw that Bethesda included something similar in the game (ring of the erudite/beast) that are still active even after the player transforms into the V-Lord, but they must've add some code into the VampireBeastRace because when I try and make an item like those my character doesn't retain any of the bonuses. Can anyone help?
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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
Okay so I'm making some progress but I'm still not close to getting what I want to work: Scriptname VampireAmulet001 extends ObjectReference Race Property VampireBeastRace Auto int BaseHealth Function BaseHealth (Actor TargetActor) BaseHealth = TargetActor.GetAV("Health") as int TargetActor = Game.Getplayer() EndFunction Event OnEquipped(Actor akActor) if akActor == Game.Getplayer() Game.GetPlayer().SetAV("Health", BaseHealth) endif endEvent Event OnUnequipped(Actor akActor) if akActor == Game.GetPlayer() If Game.GetPlayer().GetRace()==VampireBeastRace Game.GetPlayer().ModAV("Health", 100) endif endIf endEvent For now, when equipping the item, it makes the players health 0; I need to to store the players current health and reset it each time the item is equipped. Any help guys? -
Need help with a new script for the Vampire Lord
Durai replied to Durai's topic in Skyrim's Skyrim LE
Okay so I did a bit more digging and found a script that could help me out: My question is where do I put this line of code? Do I write it outside of the function, or is it part of the function? Brownie points if you can help me out even a little! -
So with the release of Dawnguard, we got a few new jewelry items that affect the Vampire Lord. However, Bethesda made it so we couldn't duplicate what they did with the creation kit. If you make an item similar to the Ring of the Beast/Erudite, your Vampire lord won't gain any effects. They simply become unequipped (much like the werewolf). I'm not much a fan of being short changed, so I'm working on some scripts that work when the items are unequipped and you are in your Vampire Lord form. Here's what I have so far: Now I'm in a bit of a predicament: I need to make it so that when you equip the item, the players base health is restored. If I do and OnEquipped event with the Player losing 100 Health, it'll subtract the health each time the item is equipped, even if the player never turned into a Vampire Lord. So is there a script that can simply reset the Health value when equipped? Any help is greatly appreciated! P.S. Is there a way I can make it so that while the item is in the inventory, the Vampire Lord does extra damage and gains health? This one has me stumped too.
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Hey thanks for your help Ghaunadaur, it's been immensely helpful. Unfortunately I just found something out: unlike the Ring of the Erudite/Beast, custom rings won't allow the Vampire Lord form to benefit from them. I don't know how Bethesda did it (I've been searching through all the files in the Creation Kit) and I can't seem to find anything that would let the V-Lord use the bonuses from the Vampire rings/amulets. I think they coded something into the actual race, but I can't be sure. Hopefully someone will discover how to keep the bonuses when transforming into the V-Lords soon. Thanks again.
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Thanks for looking though, I appreciate it. Perhaps there is a script to reduce the amount of damage taken? Like make it so there is a % of damage reduction when worn?
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Actually I just read something that I hadn't noticed before: the SetAR function is part of SKSE, which is part of the reason the CK didn't recognize it as a function. Does this mean that without the SKSE there is not way for papyrus to set the armor rating?
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Basically I'm trying to make a script for a necklace so that when you are in Vampire Lord form you have a high enough AR to deal with enemies swarming you. The thing is it states "SetAR is not a function or does not exist." Any help is appreciated!
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Prefer if this didn't fall into obscurity beneath the pages of the forum.
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Currently I'm trying to write a script where if the player isn't a vampire, they are injured for using a cursed vampire weapon. Here's what I've compiled so far: Honestly I don't even know if i'm on the right path; if anyone can lend a hand I'd be very appreciative!
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Need help with a script for a simple enchantment.
Durai replied to Durai's topic in Skyrim's Skyrim LE
Yeah I keep hearing that from people but there's a problem. Weapons work only with enchantments that are "fire and forget" and "contact," while armor uses "constant" and "self." The two cannot be mixed; I tried setting the Spellbreakers magic effect to Fire and Forget and Contact, but all that does is cause the hands to glow when blocking. That's why I assumed there must be a script you can write that will cast the Spellbreaker effect when blocking. -
Need help with a script for a simple enchantment.
Durai replied to Durai's topic in Skyrim's Skyrim LE
Thanks for the reply; I honestly didn't think anyone would bother with my problem. I have a question though; if I wanted to have a magic effect activate when a character blocks with a two handed weapon, what does that fall under? Am I looking for OnAnimationEvent - ActiveMagicEffect or OnMagicEffectApply - ObjectReference? Or am I just way off base? The examples they provide don't really help me and discourage me from even wanting to attempt to do this.... -
So I'm terrible at understanding Papyrus, mostly because I can't follow the logic of how to script. For this mod I'm working on, I went to the Creation Kit wiki to look at the tutorials, but I'm not learning anything pertaining to my mod. I want to make it so that when an enemy attacks your enchanted barrier, they take damage (as opposed to the barrier negated magic damage). Here's what I've been able to write down, but several things don't make sense: Now I don't even know where to start, as I scraped this together from looking at several different posts about damaging. I get the beginning part (sort of) about the Scriptname and Object reference, but the wiki is very bad at giving lists of things we can do when scripting an event. For example, the "OnHit" that I wrote was an example on the wiki, but they only show you how to do damage to the player or an actor named "Bob." It doesn't show me any other examples or list other functions I can do besides damage (maybe I want the player to gain a small percentage of health for another enchantment? Maybe I want the aggressor's speed reduce by 75%?) I'm sorry if I seem rather ignorant for a newb, but things like this where the supposed source of information doesn't really help you gets me frustrated. If anyone can help my script, or better yet, help me understand how to look on the wiki for what I want to do, I'd be greatly appreciative. Thanks for your time. *Edit: After doing some more digging I found a thread similar to mine on the CK Forums. Here's what I did to get it to work in game: I know the values are unrealistic; I was just gauging they're power in-game. Now to do some more tweaking.
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Glad to help; hope your next project goes smoothly.
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No you're right, the Spellbreaker enchantment should be able to be used on jewelry, but I wanted to make a mod that expanded the vanilla enchantments. In this case making it so people who wield 2-handed weapons aren't penalized as much as those who don't. Just my personal preference (I'm kinda stubborn :biggrin: )
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Okay in [2 NiTriShapeData] go to [Has Vertex Colors] and change it from [No] to [Yes]. Then go to [3 BSDismembermentSkinInstance] and change [sBP_32_Body] to the number [131]. Also, I don't know if it's a region thing or if you're setting these values yourself, but in your [6 BSLightingShaderProperty] I've never seen or heard of the options [sLSF_Specular] and the like. Here's what I usually have in those option boxes: http://img233.imageshack.us/img233/2016/example00.jpg Hope this helps. Edit: Actually, I just realized the 'problem.' There's no real difference, it's just the naming. SLSF_Specular is no different than SF_Specular. Just use the values I showed in the picture and you should theoretically be set.
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It would be better if you clicked and showed us the following: 2 NiTriShapeData 3 BSDismembermentSkinInstance ->In the 2nd window beneath where this is shown, expand the path that says "Partitions." Also off the top of my head, it looks like in the "6 BSLightingShaderProperty" second window you don't have SF_Skinned for the Shader Flags 1 box. If the model isn't skinned to the rig it won't show up properly.
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Thanks, sorry about bugging you. If you ever feel better please don't hesitate to revisit this post; while I'm going to go study the wiki pages now, I doubt my mod will be without any flaws any your knowledge would be invaluable. Thanks again and sorry for any trouble.
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To answer the second point of topic, I tried applying it to a sword but the enchantment doesn't appear under any options. I believe it's limited (for now) to armor as opposed to weapons. And as for the first point of topic... I unfortunately don't know where those are. :wallbash: As much as I hate to say it, I kinda jumped into this CK modding thing head first. I've made simple mods before, but they usually had some logic to them that I could follow and understand(I made an actual enchantment that causes extra damage to elves by studying the BladeofYsgramor files). However I don't want to be some kind of leech that has you walk me through the process of making my mod step by step. Are there some tutorials I can look at and study to learn what I need to do in order to make my custom enchantments? (and by this I mean tutorials that are relevant) Or maybe if you could, craft a quick tutorial that shows how to apply a fireball spell to a sword? (I know this request makes no sense, but it helps me understand my question better if I have an example showing me something similar to my question as opposed to just being given the answer to my question. In this case, applying something to an item that the item shouldn't be able to use properly) Any help is appreciated!
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I don't mean to steal your topic, but I'm having a bit of trouble myself. I'd like to know how to make it so I can have a ward on a shield that CAUSES damage to my opponent. I've already used the Spellbreaker enchantment as a basis for my mod (got rid of the damage reduction) but now I want to make it so the ward hurts my opponents. Can either of you help? P.S. would it be possible apply a ward to a weapon when blocking? I haven't been able to yet since all weapons seem to use the "Fire and Forget" and "Contact" options while wards seem to use "Constant" and "Self." This one has me stumped as well.
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Since this thread seems alive enough, I thought I'd ask my question here. From what I understand on this thread, you are simply doing a re-coloring for the weapons. However, I want to make a set of "Ethereal" items for the game (similar to how bound weapons look). Can anyone tell me how to go about making the flame mesh that surrounds the items? Is there a tutorial I can follow, or do most people just copy the NiTriShape files over to there custom meshes? Any help is appreciated (I've been trying to figure this out for a while now).