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truestiven

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  1. Spell property akSource auto Event OnEffectStart(Actor akTarget, Actor akCaster) if (akSource.GetAssociatedSkill() == "Destruction") ;do stuff Endif EndEvent Spell property akSource auto Gives error "GetAssociatedSkill is not a function or does not exist". I run CK in MO2, all scripts are unpacked in game folder and in the virtual folder, too How to fix it?
  2. Oh man. I just launched Skyrim and turns out magicSoulTrapFXScript is Skyrim have only visuals effects in it. While Enderal have scripts for soul traping inside. So this is different. BUT, Skyrim vanilla effect have no scripts code for soul trapping attached to it, and Archetype is set to "Script". Im so confused, how does it even works in vanilla?
  3. Im trying to make soul cloak mod for Enderal. Passive soul trap mod do not work at all, Soul Traps Cloak do the visual effect but for some reason script for soul trap do not run. Any ideas why? Im trying make constant passive effect.
  4. In vanilla Skyrim, Soul Stealer perk lets all attacks made with bound weapons, apply soul tap. Can some one make this perk apply Soul Tap on every target killed with spells? Theoretically, i suppose, i can take mod with soul tap cloak, rip out the effect they made/remove all special animations and just make the effect of cloak to have infinite range, effect enemies in combat, and be hocked up to the perk, so its always "online". But maybe someone already done such mod? I checked out soul tap base effect, it has couple conditions in it. How can i make a condition there, so soul tap will be applied only to targets which has been attacked PC spells? Maybe i need just make invisible quest which will be mark targets attacked by PC spells?
  5. I trying to make a custom challenge which should be progress ONLY if PC have a buff. Any suggesting of how to make it relatively easily?
  6. It seems to be so, but how would it behave if you use it in effect script? For example, if i trying to make perk which would (by scripted ability) manipulate perk's owner (i trying to make it works on npc as well, so i need ActorRef) inventory or stats. If you use GetSelf in effect script, would it return ActorRef or ScriptRef or Object/Form ref?
  7. Yeah, i found it already, thx. But now i have another questing - are it is possible to get reference on "subject" of perk. I mean, can you essentially write something like: begin Gamemode let rActor : = GetActor end On side note - can someone explain which functions can be called on their own to get the object which run the script? For example wiki says you can get the container ref, just by using GetContainer.
  8. Hey, people. I trying to made some armor to be mod-able, in the same way as mods for weapons work. So if someone know, please tell me, can you modify armor effect with scripts? I mean do NVSE has some functions which let you to change a item effect? Im digging NVSE documentation atm, but if someone already know and can just point me towards the function, help would be appreciated.
  9. I always wondered - are there really no way to make camera in nwn2 to work like in all others top-down/isometric RPG? For example in icewind dale, you can scroll through all the map with no troubles, but in nwn2 your camera bound to some range around your party and can't fly too far away from the party. Any mod/hack/tweak which can make camera in nwn2 be less dumb, and work like in party-based RPG?
  10. Just installed Jsw ultimate mod and it changed stats on custom power armor in my own mod for PA. So are there has been new features added to NVSE, so you now can change stats on item, or there is just some other way to do so by scripts? Im asking here first before dive into code of Jsw Ult ;)
  11. I'm sure, i has tested different variation, and the script fail to fire specifically in "i=i+1". Thx for reminding about "()" but sadly it hasn't helped. I has change my script to fork with "manually" entered items names in script itself, instead of working with form list. upd: Oh lol. In geck you need use Goto and Label. Basically i changed my previous script to int i If Player.GetItemCount ScriptItem != 0 ;Quest script is checking player inventory for item which fire rest of script Label 10 If i < 10 Player.additem SomeItem 1 1 set i to i + 1 Goto 10 endif Player.RemoveItem ScriptItem 1 1 endif and now it's working.
  12. Hi. I got the most simple script int i If Player.GetItemCount ScriptItem != 0 ;Quest script is checking player inventory for item which fire rest of script If i < 10 Player.additem SomeItem 1 1 set i to i + 1 endif Player.RemoveItem ScriptItem 1 1 endif How it supposed to work: 1. Player in one way or another, gets ScriptItem 2. Hanging about Quest Script is catching presence of ScriptItem in player inventory 3. Quest Script then adding 10 of "Some item" to player inventory. The point is - content of this IF/ENDIF should fire 10 times, and giving each time 1 SomeItem to player. But it seems like this "i=i+1", doesn't works or something. The "I" seems not increasing. I dunno maybe i make mistake in condition or somewhere else. Help me please. Initially I need this for script which goes trough index of FormList.
  13. I doubt that most of users scripts would have any noticeable impact on performance, since most scripts in one or another way working in game "thicks", and have priority optimization inside game engine. In fact many of vanilla script in f3 and NV, in always on mode. Ofc it is possible to break the game with one simple script and there some problems which must to be avoided. But for the most part you probably safe with how your scripts are atm.
  14. Do it possible to mod things in pipboy menu? Like for example pressing button while targeting some item, opens new menu inside pipboy like with weapon modding?
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