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RandomlyAwesome

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Everything posted by RandomlyAwesome

  1. making them quest items should work.... or you could make the quest advance by dialouge with a character that takes the items from you and advances the quest after taking the items.
  2. From what ı understood from your post there doesn't seem to any problem with The quest which means that the package is the problem. Problems with the package may be: The Package not pointing to her properly. The package not being high enough in the Package Stack It being overriden by another package(which shouldn't happen unless some mod plays with her packages or she is in combat) Also for future referance the higher the priority number is the more priority it has
  3. I don't have the compiler since this is my laptop so it may not compile but you can try this script: Sound Property LuteSound auto int instanceID1 Event OnUpdate() If Input.IsKeyPressed(39) == 1 Game.ForceThirdPerson() Game.DisablePlayerControls(True, True, True, False, True, False, True) Utility.wait(2.0) PlayerREF.playidle (IdleLuteStart) Utility.wait(1.0) instanceID1 = DDDplaylutesound.Play(PlayerREF) EndIf If Input.IsKeyPressed(207) == 1 Sound.StopInstance(instanceID1) PlayerREF.playidle (IdleLooseStop) Game.EnablePlayerControls() EndIf EndEvent
  4. I tried the same thing, but im unable to find the normal stand and stealth anims in my data folder. That is why i posted here :( download The BSA browser or The BSA Unpacker (whichever works for you) and use it to chack the .bsa files in your data folder..the animations should be there.
  5. Can I help with testing if there is a free spot available? I can also write scripts
  6. Creation kit Y U NO WORK PROPERLYლ(ಠ益ಠლ) as much as I want to post pictures my creation kit somehow suddenly refuses to work with scripts(and it's driving me crazy :wallbash: ) so try clicking the add property button and create a new property with the magiceffect type and the name Speedspell then try clicking edit value on that. BTW I have to ask where you are putting the script since enchantments don't have a script window that I know of(might be wrong about this).I normally put them in a seperate magic effect or on the weapon/armor/item itself
  7. EDIT: CHANGE THE SCRİPT TO THİS: Scriptname AnkletSprintScript extends ActiveMagicEffect MagicEffect Property Speedspell Auto If Game.GetTargetActor().IsSprinting() Game.GetTargetActor().Speedspell.cast(GetTargetActor(),GetTargetActor()) Else Game.GetTargetActor().Self.DispelSpell(Speedspell) EndIf As far as I know Whirlwind shout seems to work on some crazy principal in that the shout doesn't actually have a real effect it just triggers an animation which sends you forward at great speed(so basicly I don't know the smallest thing about it) Sorry I had already made a speed effect for a test so ı forgot it doesn't exist normally :tongue: So you basicly create a new magic effect like this picture:(leave everything else as it is) http://i48.tinypic.com/wlc7r.png And then when you create the item you put the script on it by pressing the add button at the bottom right and after you added it you click the button that says properties while the script is selected,than select the property in the box that comes up and press edit value after that you just need to select the magic effect you made and BHAM it is finished (I can post pictures if you want)
  8. If I understand right and the anklets are supposed to increse speed when sprinting: Create a spell with the SpeedMult magic effect and adjust the speed you want Put this script on the anklets: Scriptname AnkletSprintScript extends ActiveMagicEffect Spell Property Speedspell Auto If Game.GetTargetActor().IsSprinting() Game.GetTargetActor().Speedspell.cast(GetTargetActor(),GetTargetActor()) Else Game.GetTargetActor().Self.DispelSpell(Speedspell) EndIf Set the speed spell you created as property Speedspell
  9. this works for me string variablename event OnEffectStart variablename = whatever you want it to be other stuff endevent event onEffectFinish variablename = whatever else you want it to be other stuff endevent
  10. Let's see.. A npc's(or the players) size can be changed with the papyrus script command SetScale(more info at: http://www.creationkit.com/SetScale_-_ObjectReference) also as far as I know scale should give a slight boost to speed and attack power(damage) You can increse a npc speed with a simple SpeedMult magic effect While I'm not sure if it is possible to move static objects(they are static after all) two different versions can be enabled/disabled by the switch to give the illusion of doing so Not sure about the door tough.Good luck with your mod :smile:
  11. EDIT:fixed somthing Yeah Fg is right it replaces the race so..... Use this script instead Scriptname DemonTransformationScript extends ActiveMagicEffect Spell property Heal Auto Float Property HealthPercentage = 1.0 Auto Spell Property Demonformspell Auto Bool isdemon = false Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked ) HealthPercentage = Game.GetPlayer().GetActorValuePercentage("health") If isdemon == False If Healthpercentage >0.1 Heal.Cast(Game.GetPlayer(),Game.GetPlayer()) Demonformspell.Cast(Game.GetPlayer(),Game.GetPlayer()) isdemon = True EndIf ElseIf isdemon == True If (Game.GetPlayer().GetRace(PolymorphRace)) Else Heal.Cast(Game.GetPlayer(),Game.GetPlayer()) isdemon = False EndIf EndIf EndEvent
  12. This should at least compile by the way isn't this a bit to overpowered(since it technically stops you from dying) would you want me to add a cooldown or something if this one works Scriptname DemonTransformationScript extends ActiveMagicEffect Spell property Heal Auto Float Property HealthPercentage = 1.0 Auto Spell Property Demonformspell Auto Bool isdemon = false Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked ) HealthPercentage = GetTargetActor().GetAVPercentage("Health") If isdemon == False If Healthpercentage <0.1 Heal.Cast(Game.GetPlayer(),Game.GetPlayer()) Demonformspell.Cast(Game.GetPlayer(),Game.GetPlayer()) isdemon = True EndIf ElseIf isdemon == True If (Game.GetPlayer().HasMagicEffect(DemonFormEffect)) Else Heal.Cast(Game.GetPlayer(),Game.GetPlayer()) isdemon = False EndIf EndIf EndEvent
  13. Edit:If I understand the percantage part(it being between 0 and 1 instead of 0 and 100 always confused me) it should activate at 10%. While I'm not an expert or anything this should work just replace Demonform effect with whatever the name of the effect for demon form is and put the script in a magiceffect(and an enchantment I suppose). By the way the mods page says that you can upload any updates/improvements if you credit the author(Zigurd88) Scriptname DemonTransformationScript extends ActiveMagicEffect Function Toggle EndFunction Bool isdemon =False Spell Property HealSpell Auto Spell Property DemonSpell Auto float Property PercentHealth = 100.0 Auto GlobalVariable Property InvicibleTimer Auto Ref Property PlayerProperty Auto Auto State Humanform isdemon = False PercentHealth = GetTargetActor().GetAVPercentage("Health") If PercentHealth <0.1 Function Toggle() GoToState("Transformation") EndFunction EndIf EndState State Transformation if isdemon == False PlayerProperty.SetInvulnerable(true) HealSpell.Cast(GetTargetActor()) DemonSpell.Cast(GetTargetActor()) Function Toggle() GoToState("Demonform") EndFunction ElseIf isdemon == True HealSpell.Cast(GetTargetActor()) Function Toggle() GoToState("Humanform") EndFunction EndIf EndState State Demonform isdemon = True playerproperty.SetInvulnerable(False) if (Game.GetPlayer().HasMagicEffect(DemonFormEffect)) Else Function Toggle() GoToState("Transformation") EndFunction EndIf EndState
  14. For no 1 you need to create a special climate for your worldspace and set it to be always snowing (you can also change how the sun looks,The day-night circle e.t.c.) more details on climates at:http://www.creationkit.com/Climate
  15. Nexus Mod Manager: http://skyrim.nexusmods.com/content/modmanager/ Skyrim Script Extender(SKSE):http://skse.silverlock.org/
  16. Glad to help About the item trick: -Are the items supposed to never be lootable OR -Are they supposed to only be unlootable for a quest stage or something
  17. While I don't know how to create a hazard(stupid me :wallbash: ) Messing around in the CK for a bit reveled that poisons use the AlchDamageHealth Magic effect wich also has poison resitence built into it,there is also a duration one named AlchDamageHealthDuration (these are IDs by the way not the ingame names).The AlchDamageHealthRavage is an instantenius version and wouldn't suit your needs. So...A hazard that appilies one of those magic effects
  18. I'm not sure but it might be worthwhile to look into creating a hazard that appilies poison damage,Letting the game make resistence calculations and bypassing the need to learn the player/actors poison resistence entirely.
  19. While in the magic effect catagory in the CK just right click one and select new.
  20. glad you got it working also about the playable thing it is a check box on the spell edit/create menu that determines whether the player has access to a spell or not it should be on if you duplicated an existing one.(I should have watched the video before I asked that)
  21. Sadly it is not currently possible to add new perk trees :(
  22. I think he is talking about console commands.
  23. Awesome Tough I think you should be able to return once you finish the stroyline at least that is what I think it is your mod afterall. Also advanced technology........I call dibs on a minigun :tongue:
  24. I'm not A scripter but this may work So instead of Event OnCombatStateChanged(Actor actorRef, int combatState) if combatState != 0 ; 0 = not in combat, so if the state isn't 0, they entered combat try Event OnCombatStateChanged(Actor actorRef, int combatState) if (Follower.GetCombatState() != 0) ; 0 = not in combat, so if the state isn't 0, they entered combat Replace the word follower with your follower's id/name tough(not sure which one is needed) And if THAT doesn't work try this Event OnCombatStateChanged(Actor actorRef, int combatState) if aeCombatState != 0 ; 0 = not in combat, so if the state isn't 0, they entered combat Edit:Ohh well I'm too late fg109's script should be perfect tough.
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