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DaveSpins

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  1. hey dave, haven't heard from ya for ages :) ya doing ok?
  2. It's still happening, if you go on his other threads you'll see he explains that Real Life is getting in the way at the moment and a couple guys quit. However he isn't giving up on the mod until it's complete, even if it takes a few years. No worries, just lots of waiting :P
  3. http://www.creationkit.com/Category:Tutorials Here's all ya need for a beginner :P Have fun modding! Also, you technically don't have to make a copy of every new container you want, just click yes when the dialogue appears and asks if you would like to create a new form. OR change the ID of the reference in the game :P
  4. Sire, when I first saw this I felt like an idiot. It makes perfect sense to do that instead of messing with enchantments and constant effects. Thank you, and sorry it took so long to reply, I've been working on another project the past week.
  5. For moving the box to you, you should just try Game.GetPlayer().PlaceAtMe(TeleportBox) Though if you do that it'll always be placed just north of the player, not where you are pointing
  6. So far, I love it. The story of Kalr and Caroth is quite amusing. I'd like to offer my (limited) skills to help this mod along. I'm terrible at modelling, but I'd like to think scripting comes easily to me, even if I do have a lot to learn.
  7. Just tried Dispel() and what do ya know?? It didn't work..... :facepalm:
  8. Looks amazing, mate! Did you do your own textures? (Sorry if it was asked before, I didn't feel like reading through all the comments to find my answer)
  9. I'll try the Dispel() a little later (I'm in school, and suddenly booting up Skyrim is kind of a no no, even if it is for as grand a purpose as mod-testing). However, I did try to set the duration for 5 seconds in the beginnning. And the enchantment SAYS it only lasts five seconds, and in the game the effect on the necklace literally reads as "Special paralyze 5 seconds" (more or less). However, it keeps going. And going. And going. Btw, I enjoyed the disease tutorial you wrote for the "Vampire/Werewolf Hybrid Disease" guy. It's sitting on my desktop now :thumbsup:
  10. To create a property, add this line either at the beginning or the end of your script: ObjectReference Property xxxxx Auto Replace the "xxxxx" with whatever you want to name the property as, such as TeleportBox or whatever you may want. To make your actual box the property, you'll first need to either make a dummy cell to put it in, or if you have a specific place for it to be while the spell is inactive then put it there. After you get done placing your box, open up the properties button in the scripts tab of your spell, click on the property you named, and then click edit value. You can either find the cell and object in the lists provided, or (once you have the render window loaded to the cell with the box in it) click on the button that says "Pick in Reference Window" and then double click on your box. Make sure you have the box ALREADY seen in your reference window, otherwise you'll be stuck until you select something, then change it. Hope this helped! :thumbsup:
  11. So, it turns out that unequipping THEN reequipping sets the script into motion. Hmmm. Is there a way to start a script as soon as someone enters the cell? I may be able to get away with that.
  12. Just tried switching the order, still to no avail. It isn't switching at all. I know now it isn't the enchantment staying in effect though, I set the TMSoulChainP as able to be unequipped, and once I did he stood up! Also, the Soul Chain is added and equipped and part of a script that transports the player to another location, could that be part of my problem?
  13. Hey all, I'm back again, with another problem you most likely consider so easy a caveman could do it. However, it is a problem. I have one necklace with the ID TMsoulChainP and another as TMsoulChain; both of which have the in-game name Soul Chain. TMsoulChainP has a custom enchantment that paralyzes whomever wears it. I haven't found a way for this to only last five seconds, so I figured I would set up another Soul Chain object and make a script which switches the two. I wrote the script, and it seems okay to me. However, when I run the game the player simply goes kaput when the Soul Chain is equipped, and stays like that. I was wondering, are the objects even switching? And if they are, is the enchantment on TMsoulChainP staying attached to the player, and how do I remove it? Here's the script (The script is attached to the TMsoulChainP and the properties are attached to their respectively named objects): Scriptname _SwitchChain_ extends ObjectReference {Switches between SoulChainP and SoulChain} Armor Property SoulChainP Auto {Enchanted Chain} Armor Property SoulChain Auto {Normal Chain} Enchantment Property Paralysis Auto Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() Utility.Wait(5.00) Game.GetPlayer().AddItem(SoulChain, 1, true) Game.GetPlayer().UnequipItem(SoulChainP, true) Game.GetPlayer().EquipItem(SoulChain, true, true) Game.GetPlayer().RemoveItem(SoulChainP, 1, true) endIf endEvent Oh, and I had the Enchantment property set up from when I was trying to find a way to remove the effect. No luck in my searches, though :wallbash:
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