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Okay, the script now disarms the summon when he dies/unsummons. I have run into a problem though.. The conditions can never be met for the projectile hitting a weapon because (I think) the Magic Effect's 'Effect Archetype' is "Summon Creature" and expects to have the 'Target Location' delivery, so I'd have to write an entirely new script for the spell to use as a new Effect Archetype. That means I have left to do: > Have the projectile get the weapon it hit's information > Get it working nicely with Target Condintions > Hand that weapon to a new spawn that is in the player's faction like a summon would be (would be easier if I could read the summon creature archetype to figure this out) and then it would be pretty much complete.. btw, I think my disarm on death script came out great :smile: Scriptname DisarmActorOnDeath extends ObjectReference {Disarms the actor when it dies or desummons} Spell Property StrongAmountOfDisarm Auto Event OnDeath() StrongAmountOfDisarm.Cast(Self, Self) EndEvent Hmm.. nevermind, it seems to only work if the summon desummons by time/limiter. If I slash one to death it does not disarm. Well this is officially beyond what I can actually do with scripting as of yet. I believe I would have to switch over to using my own effect archetype but I don't know where to even begin with that.... > Effect Archetype: Script > Somehow? script finds projectile location + object hit (weapon) > Script spawns actor equipped with weapon hit by spell > Scripts disarm actor on death/despawn What's causing the actor to not leave an ash pile? Just the effect archetype? Is there any way I can read how the archetypes are actually scripted? This script, on the other hand, DID work, when attached to a spell tome, in case anyone else is looking for this. Scriptname AddPerkOnRead extends ObjectReference {Adds a perk to the player character when a spell tome is read} Perk Property AddThisPerk auto Event OnEquipped(Actor akActor) Game.GetPlayer().AddPerk(AddThisPerk) EndEvent .
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Okay, I managed to get the addperk on spell tome read script working.. that was simple enough. Now, the spell shoots a projectile that only creates a summon when it hits a weapon, too. (Simple enough, spell looks for Target 'HasKeyword' *all weapon types listed*) So what I need to do now is attach a script somewhere..... that does the following: Recognizes which weapon in the world was hit with the spell. Adds/equips that very same weapon to the newly summoned character's inventory. When the creature dies, quickly disarm the weapon so it falls on the ground. (It's still using the effect archetype of "Summon Creature") Not sure where to start here.... I guess it can be broken into 3 parts: Added to spell: Recognizes which weapon in the world was hit with the spell. Extended from spell's script: Adds/equips that very same weapon to the newly summoned character's inventory. Added to summon(s) by default: When the creature dies, quickly disarm the weapon so it falls on the ground. (It's still using the effect archetype of "Summon Creature") I'm just writing this so I have some goals for myself, as I'm actually going to attempt scripting with very little scripting experience/knowledge (thanks to Sjogga's tutorials I can at least create some newbie scripts). I suppose I will attempt "When the creature dies, quickly disarm the weapon so it falls on the ground." first, as this seems to be the easiest one to complete. Then I'll jump into trying to get the rest done. If you think you could provide any information to help, feel free. I could use some advice on the first and second event.. like whether I should be attaching the 2nd script to the spell or to the summoned creature, that is, to equip it with the weapon.
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Or. can anyone teach me to script then? Specifically: Knowing where to attach scripts How to decipher what a script is doing Knowing when to use strings or int variables within functions debugging & understand the output etc. If you've become a good/decent scripter by following some tutorials that you could testify to, hook me up with links please.. or show me where to start. And do not give me the hello world thing.... that's really not helping figure out what I need to accomplish in this mod.. I need something more intermediate. God I feel like foreveraloneguy over here ~_~
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Okay I started a mod called "Dancing Weapon" and I need some help scripting what I actually want the spell to be doing: 1) Cast it on a weapon, or just near a weapon 2) A predefined race spawns and picks up that weapon 3) Debug text if cast on anything else: "Invalid target" (or if it's easier to just have the race spawn and search for a weapon, ignore this) 4) When the enchanted race is de-spawned, either by death or time limit, it drops the weapon. Also, a script that adds a perk when the spell tome is read.. I don't know how to do that. Currently, I just have it under the Alteration tree as "Blade Shield" and all it does is give the ability to summon 3 of the invisible race that picks the weapon up. While, I'm completely fine with that.. most people may want a version that doesn't modify the Alteration tree. All I can do is suggest where to find clues for where to piece code from.. but I'm sure anyone able to program this already knows of that. Even still: Resurrection spells are cast on a target and have a fairly short bit of script contained in them. (I know, this isn't much help.. -.-) I'm attaching the mod in case you want to have a look at it. Most of the data can be searched by typing 'DancingWeapon' under *All in the CK. The race that it uses is under the reference "InvisibleRaceNoVoice". It's probably the only data piece that doesn't actually have 'DancingWeapon' in it.. other than the armor/outfit that the summon wears (which has already been stripped of keywords having the pieces spawn anywhere else in the world). http://www.mediafire.com/download/ev6ttef5fkb1vai/DancingWeapon.rar Other notes: Oh, the race will not open doors. I've done this intentionally just because the way I play..
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Apply racial ability to a race that gives 100% physical immunity.. The get the ability to apply properly, you need to go in and check/uncheck one of the boxes in the general tab (like "walks/swims"), then open the race window back up and just re-check the box. I just recently used this to get a race to resist the effects of shouts.. after noticing that skeletons resist ice form (and disease and poison) through their "special racial ability"
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You could always just console yourself greybeard robes and retire your character to High Hrothgar. That's my plan, anyways. Or.. you could just die and pretend you did something good: http://skyrim.nexusmods.com/mods/20581/? (mod for hardcore RPers) There are other mods that put you in Sovngarde.. I forget which the best one is.
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Anyone know how to disable/change collisions of NPCs? I'm guessing I have to modify the skeleton.nif? The collisions aren't so bad, but they do break immersion a little because it's obvious that there's an invisible person holding the weapon.. I may add more glowing blue weapons chosen at random if I decide to not be lazy.. If I can get the player to collide with the 'weapon' instead of the invisible person, I'd be more inclined to do it though.. Also what's a good spell to look onto for completely different effects when dual-cast? Maybe I'll have it so when you dual cast it, it enthralls a 2H weapon instead of a 1H. http://www.youtube.com/watch?v=kGgOZfA8bZg
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I think it may be because I use sound enhancer mods.. if I use the boots, my rambunctious foot movements are completely silent. hmmmmm... Anyone know how to have the weapon always drawn? In the AI Package, if I set it to "Weapon Drawn" it doesn't work.. once combat ends, they sheathe their blades. It may be because of the combat model.. I'll try changing that Done. It was just using the wrong scripts. Okay.. well the very last thing is that the footsteps sounds still play.. which is totally confusing considering the extents I've gone to have no footstep sounds come from the thing. I'm 99% certain it's caused by my sound enhancing mods but I'm too lazy to uninstall them to find out... Basically though, above everything else I did in my last post, they have a magnitude 20 muffle spell on them and I still hear the footsteps.... Got the footsteps muted finally.. just had to make the ArmorAddon work with the new race.
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Anyone have an idea on how to remove footsteps? It's basically the last thing that has to be done.. I've tried: Creating a new FST set that's completely empty Attaching that FST to an ArmorAddon, attached to a pair of boots that are part of an outfit thrown on the summon but the footsteps still play.
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Yeah.. I basically just did that.. used invisible race to carry a specific weapon. It would be nice to be able to have it use a weapon that I cast it on though.. and have it circle me just because. hmm maybe I could give it a wisp core's AI package >.> It turned out alright.. just changing it right now actually because it follows me around with a creepy voice. Any idea on how to remove footsteps? Even with a custom Armor Addon setting footsteps to "NONE", the footsteps of the invisible person are still present..
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Okay I have thought about this and maybe this is possible: Have a character with the following traits: No voice. Wears a custom set of full ebony that is textured with full alpha channel to be completely invisible. Has VERY low HP Is conjured with a spell Is equipped with the weapon the spell is cast on. Weapon is quickly disarmed from conjure when conjure's hp is less than 0 (or.. less than 1? something to unequip the weapon, anyway). Is an alteration spell. I know it's all possible except for "Is equipped with the weapon the spell is cast on." I will have to look into that. I may take this on by myself. :\
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I'd like to start a small mod that changes the face and body of my char to appear "old" - possibly through the race menu, so I can choose when my character is old. I haven't unequipped a greybeard so I'm not sure if they have neck seams, but something along those lines. Changing the player character to an old/mature model. Really, all I'd need to figure out is how to get my char to have an older looking face, and that would be adequate.. But I'm not sure how I would go about that. If it's done in the CK, I might as well tweak the body too though. I'm guessing I have to create a new body form in CK that I access in the race menu? Could I copy a greybeard's form and do that with little hassle or would that bug out? (at least, for nord) For people who think they may know some clues to where I should be focusing on in the CK, I could use some help. Especially for tying the CK data to showracemenu sliders. TL;DR I want to link "old/mature" face texture and "old/mature" body texture into the showracemenu sliders so I can choose to have an aged look. (Or, if you know a better way..?) ***Willing to input data for sliders for every race and release it as a mod if it works well enough. This doesn't have to happen immediately, I'm patient so please if you can help, post a comment or send me a PM. Especially if I'm not on the right track..... If there's a better way to be doing this PLEASE tell me before I start messing with CK data. Thanks.
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1) Equip Ancient Nord armor 2)Unsheathe a sword a couple times You should notice that.. the armor's "band" is all tangled.... and it leaves a hole in the arms where the band should be. http://imageshack.us/a/img546/3572/2013051100006.jpg (I'm using Dall's Nord Hero Armor, so the band is gold like that instead of iron) Also the arms stop too short so if you use a bow or perform certain attacks the shoulders are obviously invisible. Lastly, in third person, there are some clipping errors: http://imageshack.us/a/img189/4868/2013051100007crop.jpg (I'll check if this is just mods I have installed though and edit it if it is Edit: No, it seems to be a known bug: http://elderscrolls.wikia.com/wiki/Ancient_Nord_Armor#Bugs) I guess they figured no one would use this armor..
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Neck seam problem on Immersive Patrols NPCs
CurseOfDarkness replied to aciits's topic in Skyrim's Skyrim LE
I started getting this recently when I played with SkyrimPrefs.. although I'm not sure if my problem is the same as yours.. If you post your prefs I might be able to tell you, otherwise like Jeir says it's the dark head bug. -
I wonder.. if you load a save from not too far back, does it still happen? You might be best having to re-play an hour of the game in order to fix it.. Like I was doing the quest Blood on the Ice and got that (known) glitch where Calixto's "museum" was ALWAYS LOCKED.. had to start the quest from scratch. I didn't LIKE that I had to start it from scratch but it's better than having some non completable quest..