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Here. Don't know about the circlet tho...
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I'm looking for this dress mod
nofawkingasianservers replied to nofawkingasianservers's topic in Skyrim's Skyrim SE
You found it! Thank you very much! I've been asking at several places now. Finally! :> Yes, I knew I would come into a man of culture. -
Does anyone recognize this dress from Lord Immersion's latest video?
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Hi, I'm in the process of making a spell that transforms the player into a spriggan. I've got most things done, I just need to make the PC really a spriggan, as in how other NPCs interact with the Player. I need to make all human type NPCs hostile to the PC while in spriggan form. How do I do that? TL,DR: How to make all human type NPCs hostile to the player for a duration of a spell?
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Tks guys, you guys have been most helpful, I'll make sure to remember that in the future. I've also edited the ini file to make the game keep papyrus logs. In regards to cleaning saves, should I use Fallrim Tools then?
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Okay I've found out the culprit, it's the save game (Dammit! Who wouldda thought?) I loaded my most recent save game (prior to this, I'd been testing on a save 4 hrs back, before I'd got the spell that I'm building in the CK) and now the global variable is updated properly now. :> Oh and Happy New Year to anyone passing through this topic!
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I wonder if the ModValue() will work if I use a negative number? Maybe I could try using that function instead of SetValue().
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I coc to qasmoke from the menu, the game gave me a basic level 1 character and then I tried on that. Once. Didn't seem to work so I tested on my current lvl 27 char save ever since.
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The initial value is set to 0.0 on load, yes. When I cast the spell, all the statements/functions after the Sprigged.SetValue()don't work (no 'immersion lines' on the top left like "The woods give you power" and no spriggan armor equipped on the PC). The reason why I came to that conclusion is that if I manually set the value of 'sprigganstate' to 1 via the in game console, I'll get the "You're already tapping into the power of the woods"line the next time I cast the spell. I'm trying to implement this condition check in the first place not to stop the player from casting the spell repeatedly, but to not give/equip the player with the spriggan armor every time they cast the spell.
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Oh I see, sorry. Aight, I'll look into it. It can't be too hard. I'm trying out the global variable way but I can't seem to get the SetValue() function to work. Do you have any suggestion on that?
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Yes I have, I currently have 'em set up like this: https://imgur.com/uSSPo0G I think I hook it up properly because if I open the console ingame and type : set sprigganstate to 1 then cast the spell, the condition of the first IF statement is met and it'll push out a notification "You're already tapping into the power of the Woods" in the top left corner. It's just the SetValue() function that refuses to do its job; I haven't figured out why yet.
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From what I've read on the Creation Kit website, I have to use one of the pre defined global variable? If that's the case, which one should I use to avoid that global variable from being changed by other mods? Or is it the same case in C, where I can define my own global variable? Edit: Further fiddling with the creation kit reveals that I can make my own global var, stupid me :> Edit edit: I'm trying the global variable way. For some reason, the script can't modify the value of the global variable. Scriptname SprigganArmor extends ActiveMagicEffect {Matron of the Woods magic effect} Armor property Spriggancuir Auto {Points to the spriggan top} Armor property Sprigganfeet Auto {Points to the spriggan shoes} Armor property Spriggangunt Auto {Points to the spriggan arms} Armor property Sprigganmask Auto {Points to the spriggan mask} Globalvariable property Sprigged Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; float st = Sprigged.GetValue() if st == 1.0 Debug.Notification("You're already tapping into the power of the Woods") return endif ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Sprigged.SetValue(1.0) <= The script doesnt execute further from here ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; int rng = Utility.RandomInt(1,4) if rng == 1 Debug.Notification("The power of the Woods overwhelms you") elseif rng == 2
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Does that mean while having this effect, the PC is also friend with the spriggans? If that's the case, it's quite nice. However, I don't wanna mess with factions as I want to expand the features of this spell further. I also have a mod that modifies the relationship of the PC with the wild life so I think messing with faction rank is not ideal.
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I think my problem lies elsewhere. It always return TRUE even if I don't have that active spell effect (I don't see it in the Effects menu in-game). Could it be that something's wrong with the keyword hooking part? Can you help me with this? I think I messed up somewhere. Here's how it currently looks like https://imgur.com/a/ZrMbNDH
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