Jump to content

Jugg3r

Members
  • Posts

    16
  • Joined

  • Last visited

Nexus Mods Profile

About Jugg3r

Profile Fields

  • Country
    Germany

Jugg3r's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Yes, you should refer to a skyrim wiki to see which items are affected by certain quests.
  2. Character -> Race : all races in CK
  3. Please post the final code, would be nice to see how you got it running :)
  4. Perhaps you could let the weapon cast the spell? Like weapons that cast soultrap on living stuff. You might check those. They should work in a similar way.
  5. Did you change the eventtype from OnDying to OnDeath?
  6. I do have something like this in mind, too. I am currently learning stuff while doing tutorials and scripts, and i am going to create a new crafting system. Cause i dont like the speed you change to dwarven or elven armor, those will be made more rare ( as are all other following items ). Crafting will be limited in those ways: perks cannot be simply set, but have to be learned from NPCs, books or the like recipes will not be learned by learning the perk, but have to be learned like perks resourrces will be more limited so creating stuff is much more difficult droplists for lvledenemys have to be modified, as have to be random chests same is true for traders
  7. Hmmm... i took me a while to understand this, cause i dont know what DeadThrall.cast(TargetActor, akTarget = TargetActor) does. I guess it is not important for this matter .. So from a logical point of view, i would reanimate dead, instead of dying ;) Event OnDeath() ;something got killed Actor TargetActor = GetTargetActor() ;Target, what got killed DeadThrall.cast(TargetActor, akTarget = TargetActor) ;cast DeadThrall on the target that died, akTarget is btw the same target again Did i get it right? :)
  8. Then you will have to write the function all over for your parent script, And afaik inheritage doesnt mean everything is initiallized ... but i am as green as you are. Just thinking out loudly :)
  9. Hm. You might try to give the perk through other objects first like some stationary with OnActive events. If those wont work either, something is preventing it. I do have some other problems with removing spells. Although it SHOULD work, the character still has those spells avaliable ... Perhaps some global scripts we dont know ...
  10. i am pretty new to scripting with papyrus but it should work like this Scriptname MyTriggerBoxScript extends ObjectReference So MyTriggerBoxScript "is a child" of ObjectReference, thus i can call on all functions native to ObjectReference. Pls correct me if i am wrong ;)
  11. Well, a new lvl 1 Char is right the same as coc into the dungeon. It stripps all items but leaves the spells :(
  12. No, i just coc into it from menu. But i might try to give him XP and some spells to remove the generic type and see what happends after that.
  13. Your scripts are not connected, thus the compiler doesnt know the function. try scriptname MyUpdateScript Extends MyFunctionScript MyFunction()
  14. I dont think you need to check if the player has the perk, 'caus he wont gain it again anyways. so 4 lines should do Scriptname AddThunderPerk extends ObjectReference Event OnRead() game.GetPlayer().AddPerk(ThunderPerk) endEvent
×
×
  • Create New...